Game system, game processing method, information processing apparatus, and storage medium having stored therein information processing program

ABSTRACT

A non-limiting example game system includes a plurality of terminal apparatuses operated by a plurality of players, and connect to a network. The computer system creates a virtual lobby that allows up to a predetermined number of players to participate therein, and sets a player who operates one of the terminal apparatuses as a player who is virtually present in the lobby in response to a request from that terminal apparatus. The game system also automatically selects one from a plurality of games including at least games requiring different numbers of participant players, according to the number of players who are present in the lobby and are not playing a game and are ready to play, and automatically selects participant players in the selected game from the players ready to play.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2016-243096, filedDec. 15, 2016, is incorporated herein by reference.

FIELD

The technology disclosed herein relates to game systems, game processingmethods, information processing apparatuses, and storage medium havingstored therein information processing programs for allowing a pluralityof players to play a game.

BACKGROUND AND SUMMARY

There is a conventional game system in which a multiplayer game isplayed using a plurality of terminal apparatuses through communication,and particularly in which a virtual room is created, and players enterthe room, in which the players a game together.

In such a conventional game system, players need to wait for a game tostart until the number of players who have entered the room reaches thecapacity of the room. If the waiting time is long, players may loseinterest.

With this in mind, disclosed herein are a game system, game processingmethod, information processing apparatus, and storage medium storing aninformation processing program that can match up players in acomfortable manner.

(1) A non-limiting example game system disclosed herein includes aplurality of terminal apparatuses configured to be operated by aplurality of players, and connect to a network. The game system includesa lobby creation section, a lobby entry processing section, a gameselection processing section, and a game processing section. The lobbycreation section creates a virtual lobby that allows up to apredetermined number of players to participate therein. The lobby entryprocessing section sets a player who operates one of the terminalapparatuses as a player who is virtually present in the lobby, inresponse to a request from the one of the terminal apparatuses. The gameselection processing section automatically selects one from a pluralityof games including at least games requiring different numbers ofparticipant players, according to the number of players who are presentin the lobby and are not playing a game and are ready to play, andautomatically selects participant players in the selected game from theplayers ready to play. The game processing section performs a gameprocess for the selected game according to an operation performed by theselected participant players.

According to the feature (1), a game is selected from a plurality ofgames requiring different numbers of participant players, according tothe number of players who are ready to play. As a result, a situationcan be reduced in which players need to wait for a game to start until afixed number of participant players required for the game are ready toplay, and the waiting time imposed on players can be reduced.

(2) The game system may further include a post-game processing section.After the end of a game performed in the game processing section, thepost-game processing section maintains participant players in the game,present in the lobby, and sets the participant players as a player whois ready to play.

According to the feature (2), it is not necessary for a player to sendan instruction to allow the player to enter the lobby again after theend of a game, and therefore, the player's time and effort can beremoved.

(3) The game system may further include a lobby image generationsection. The lobby image generation section generates a lobby imageindicating a state of the lobby, at least when the participant playersare ready to play.

According to the feature (3), the lobby image can be used to present astate of the lobby to a player.

(4) The lobby image may contain at least information about theparticipant players in the selected game that is being played, andinformation about a state of the selected game.

According to the feature (4), a player who is ready to play can benotified of a state of a game that is being played.

(5) When the selected game is being executed in the game processingsection, the lobby image may contain an image in which a game iconindicating the selected game that is being played is associated withplayer icons indicating the participant players in the selected gamethat is being played, and a player icon indicating a player ready toplay.

According to the feature (5), a terminal apparatus can use the lobbyimage to present, to a player, a game that is being played in the lobby,participant players in the game, and players who are ready to play inthe lobby.

(6) At least one of the terminal apparatuses may be configured to beoperated by a plurality of players. The lobby entry processing section,when there is a request from one of the terminal apparatuses that isoperated by a plurality of players, may set each of the plurality ofplayers as a player who is virtually present in the lobby. The lobbyimage generation section may generate an image containing player iconseach indicating a corresponding one of a plurality of players operatinga single one of the terminal apparatuses, the player icons beingassociated with each other.

According to the feature (6), a player is allowed to easily recognize aplurality of players who operate a single terminal apparatus.

(7) After the game selection processing section selects a game andparticipant players, the lobby image generation section may generate animage containing a game icon indicating the selected game, and playericons indicating the selected participant players, the game icon beingassociated with the player icons.

According to the feature (7), a player is allowed to easily recognize agame that is to be next started, and players who are to participate inthe game.

(8) At least one of the terminal apparatuses may be operated by aplurality of players. The lobby entry processing section may set each ofthe plurality of players as a player who is virtually present in thelobby, in response to a request from one of the terminal apparatusesthat is operated by a plurality of players.

According to the feature (8), a game can be easily played in a lobbywhen a single terminal apparatus is played by a plurality of players.

(9) The game system may further include a history storage section thatstores history information about a game that was played by the pluralityof players when the plurality of players were present in the lobby. Thegame selection processing section may select a game based on the historyinformation.

According to the feature (9), a game can be selected based on a history,which allows a player to select a more preferable game.

(10) The game system may further include a determination section. Thedetermination section may determine whether or not the selected game isnearly finished, based on states of the participant players in theselected game and/or an elapsed time from start of the selected game.When the determination section has determined that the selected game isnearly finished, the game selection processing section may not select anew game until end of the selected game that it has been determined isnearly finished, and select a new game after end of the selected gamethat it has been determined is nearly finished.

According to the feature (10), after the end of a game which it has beendetermined is nearly finished, a new game is selected, and therefore,more variety can be added to the selection of a game and participantplayers, and more preferable selection can be thereby performed.

(11) The game system may further include a group information storagesection that stores player information that is group informationindicating a group of players allowed to play the plurality of games,and indicates each of the players included in the group. The lobby entryprocessing section may update the player information so that the playerinformation contains information about a player present in the lobby.

According to the feature (11), the group information can be used tomanage an entry state of a lobby.

(12) At least one of the plurality of terminal apparatuses may be amaster terminal apparatus. The master terminal apparatus may include agame selection processing section and a management terminal settingsection. The management terminal setting section may set one of theterminal apparatuses operated by selected participant players, as a gamemanagement terminal apparatus, in response to the selection of the gameby the game selection processing section. The terminal apparatus set asthe game management terminal apparatus may manage data that is used in agame process for the game selected by the game selection processingsection.

According to the feature (12), a processing load on a master terminalapparatus that manages a lobby can be reduced.

(13) The master terminal apparatus may include a lobby state sendingsection that sends information indicating a state of the lobby to aslave terminal apparatus of the plurality of terminal apparatuses, theslave terminal apparatus being different from the master terminalapparatus. The slave terminal apparatus may include a lobby imagegeneration section that generates a lobby image indicating the state ofthe lobby based on the information sent from the master terminalapparatus.

According to the feature (13), a lobby image based on a state of a lobbymanaged by a master terminal apparatus can be displayed on a slaveterminal apparatus.

It should be noted that a non-limiting example game processing methodexecuted in the game system having the features (1)-(13) are disclosedherein. In addition, disclosed herein are non-limiting exampleinformation processing apparatuses (e.g., a terminal apparatus and aserver) that have some of the sections of the game system of having thefeatures (1)-(13), and a non-limiting example storage medium storing aninformation processing program that causes a computer in eachinformation processing apparatus to function as a means equivalent to acorresponding one of the sections of the game system.

According to the game system, the game processing method, theinformation processing apparatus, and the storage medium storing theinformation processing program, a waiting time imposed on a player whenmatching-up is performed for players can be reduced.

These and other objects, features, aspects and advantages of the presentnon-limiting example embodiment will become more apparent from thefollowing detailed description of the present non-limiting exampleembodiment when taken in conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing a non-limiting example configurationof a game system according to this non-limiting example embodiment;

FIG. 2 is a diagram showing a non-limiting example state where anon-limiting example left controller 3 and a non-limiting example rightcontroller 4 are attached to a non-limiting example main body apparatus2;

FIG. 3 is a diagram showing a non-limiting example state where each of anon-limiting example left controller 3 and a non-limiting example rightcontroller 4 is detached from a non-limiting example main body apparatus2;

FIG. 4 is a diagram having six orthogonal views showing a non-limitingexample main body apparatus 2;

FIG. 5 is a diagram having six orthogonal views showing a non-limitingexample left controller 3;

FIG. 6 is a diagram having six orthogonal views showing a non-limitingexample right controller 4;

FIG. 7 is a block diagram showing an internal configuration of anon-limiting example main body apparatus 2;

FIG. 8 is a block diagram showing internal configurations of anon-limiting example main body apparatus 2, a non-limiting example leftcontroller 3, and a non-limiting example right controller 4;

FIG. 9 is a diagram showing a non-limiting example situation in which agame is played using a non-limiting example left controller 3 and anon-limiting example right controller 4 as detached from a non-limitingexample main body apparatus 2;

FIG. 10 is a block diagram showing a configuration of a non-limitingexample server 10;

FIG. 11 is a diagram showing non-limiting example flows of a process ofsetting a lobby and a process of causing players to enter the set lobby;

FIG. 12 is a diagram showing a non-limiting example game group that canbe played by a player in a lobby;

FIG. 13 is a diagram showing a non-limiting example state of players ina lobby;

FIG. 14 is a diagram showing a non-limiting example state of players ina lobby;

FIG. 15 is a diagram showing a non-limiting example state of players ina lobby;

FIG. 16 is a diagram showing a non-limiting example state of players ina lobby;

FIG. 17 is a diagram showing a non-limiting example state of players ina lobby;

FIG. 18 is a diagram showing a non-limiting example lobby image;

FIG. 19 is a diagram showing a non-limiting example lobby image that isdisplayed when a game is newly started;

FIG. 20 is a diagram showing a non-limiting example lobby image that isdisplayed when a pair of players are present in a lobby;

FIG. 21 is a diagram showing a non-limiting example game image of asingle-player game;

FIG. 22 is a diagram showing non-limiting example information that isused in a process performed in a master terminal apparatus;

FIG. 23 is a diagram showing a non-limiting example piece of lobbyinformation;

FIG. 24 is a flowchart showing a non-limiting example flow of a processperformed by a master terminal apparatus;

FIG. 25 is a flowchart showing a non-limiting example flow of a processperformed by a slave terminal apparatus; and

FIG. 26 is a diagram showing non-limiting example flows of a process ofsetting a lobby and a process of causing a player to enter the setlobby, in a non-limiting example variation of this non-limiting exampleembodiment.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

[1. Configuration of Entire System]

A game system, information processing apparatus, information processingprogram, and game processing method according to this non-limitingexample embodiment will now be described. FIG. 1 is a block diagramshowing a non-limiting example configuration of a game system accordingto this non-limiting example embodiment. As shown in FIG. 1, the gamesystem includes a server 10 and a plurality of terminal apparatuses 1.The server 10 and the terminal apparatuses 1 can connect to a network 8,such as the Internet and/or a mobile communication network, etc. Theserver 10 can communicate with each terminal apparatus 1 through thenetwork 8. Each terminal apparatus 1 can communicate with the otherterminal apparatuses 1 and the server 10 through the network 8. Althoughdescribed in detail below, each terminal apparatus 1 communicates withanother terminal apparatus 1 so that the users (i.e., players) of theseterminal apparatuses 1 play a multiplayer game. Although FIG. 1 showsonly two terminal apparatuses 1, the game system may include three ormore terminal apparatuses. Although described in detail below, thenumber of terminal apparatuses included in the game system variesdepending on the state of entry of players into a lobby described below.

(1-1. Specific Example of Configuration of Terminal Apparatus)

The terminal apparatus 1 according to the non-limiting exampleembodiment is described below with reference to FIGS. 2-9. An example ofthe terminal apparatus 1 according to the non-limiting exampleembodiment includes a main body apparatus (an information processingapparatus; which functions as a game apparatus main body in thenon-limiting example embodiment) 2, a left controller 3, and a rightcontroller 4. Each of the left controller 3 and the right controller 4is attachable to and detachable from the main body apparatus 2. That is,the terminal apparatus 1 can be used as a unified apparatus obtained byattaching each of the left controller 3 and the right controller 4 tothe main body apparatus 2. Further, in the terminal apparatus 1, themain body apparatus 2, the left controller 3, and the right controller 4can also be used as separate bodies (see FIG. 3). Further, the terminalapparatus 1 is used in the following forms: an image is displayed on themain body apparatus 2; and an image is displayed on another displayapparatus (e.g., a stationary monitor), such as a television or thelike. In the former forms, the terminal apparatus 1 can be used as ahandheld apparatus (e.g., a handheld game console). Further, in thelatter form, the terminal apparatus 1 can be used as a stationaryapparatus (e.g., a stationary game console). As described above, theterminal apparatus 1 can be said as an information processing systemincluding a plurality of apparatuses (or a terminal system). It shouldbe noted that this terminal system can include a wireless controllerwhich is not attached to the main body apparatus 2.

FIG. 2 is a diagram showing a non-limiting example state where the leftcontroller 3 and the right controller 4 are attached to the main bodyapparatus 2. As shown in FIG. 2, each of the left controller 3 and theright controller 4 is attached to and unified with the main bodyapparatus 2. The main body apparatus 2 is an apparatus for performingvarious processes (e.g., game processing) in the terminal apparatus 1.The main body apparatus 2 includes a display 12. Each of the leftcontroller 3 and the right controller 4 is an apparatus includingoperation sections with which a user provides inputs.

FIG. 3 is a diagram showing a non-limiting example state where each ofthe left controller 3 and the right controller 4 is detached from themain body apparatus 2. As shown in FIGS. 2 and 3, the left controller 3and the right controller 4 are attachable to and detachable from themain body apparatus 2. The left controller 3 can be attached to a leftside surface (a side surface in the positive direction of the x-axisshown in FIG. 2) of the main body apparatus 2. The left controller 3 isattachable to and detachable from the main body apparatus 2 by beingslid along the left side surface of the main body apparatus 2 in they-axis direction shown in FIG. 2. Further, the right controller 4 can beattached to a right side surface (a side surface in the negativedirection of the x-axis shown in FIG. 2) of the main body apparatus 2.The right controller 4 is attachable to and detachable from the mainbody apparatus 2 by being slid along the right side surface of the mainbody apparatus 2 in the y-axis direction shown in FIG. 2. It should benoted that hereinafter, the left controller 3 and the right controller 4are hereinafter occasionally collectively referred to as “controllers.”

FIG. 4 is a diagram having six orthogonal views showing a non-limitingexample of the main body apparatus 2. As shown in FIG. 4, the main bodyapparatus 2 includes an approximately plate-shaped housing 11. In thenon-limiting example embodiment, a main surface (or a surface on a frontside, i.e., a surface on which the display 12 is provided) of thehousing 11 has a generally rectangular shape.

It should be noted that the housing 11 may have any suitable shape andsize. As an example, the housing 11 may be of a portable size. Further,the main body apparatus 2 alone or the unified apparatus obtained byattaching the left controller 3 and the right controller 4 to the mainbody apparatus 2 may function as a mobile apparatus. The main bodyapparatus 2 or the unified apparatus may function as a handheldapparatus or a portable apparatus.

As shown in FIG. 4, the main body apparatus 2 includes the display 12,which is provided on the main surface of the housing 11. The display 12displays an image generated by the main body apparatus 2. In thenon-limiting example embodiment, the display 12 is a liquid crystaldisplay device (LCD). The display 12, however, may be a display deviceof any type.

Further, the main body apparatus 2 includes a touch panel 13 on a screenof the display 12. In the non-limiting example embodiment, the touchpanel 13 is of a type that allows a multi-touch input (e.g., acapacitive type). The touch panel 13, however, may be of any type. Forexample, the touch panel 13 may be of a type that allows a single-touchinput (e.g., a resistive type).

The main body apparatus 2 includes speakers (i.e., speakers 88 shown inFIG. 7) within the housing 11. As shown in FIG. 4, speaker holes 11 aand 11 b are formed on the main surface of the housing 11. Then, soundsoutput from the speakers 88 are output through the speaker holes 11 aand 11 b.

As shown in FIG. 4, the main body apparatus 2 includes a left railmember 15 on the left side surface of the housing 11. The left railmember 15 is a member for detachably attaching the left controller 3 tothe main body apparatus 2. The left rail member 15 is provided on theleft side surface of the housing 11, extending in the vertical direction(the y-axis direction). The left rail member 15 is so shaped as toengage with a slider (i.e., a slider 40 shown in FIG. 5) of the leftcontroller 3. The left rail member 15 and the slider 40 form a slidermechanism. The slider mechanism allows the left controller 3 to be slidand detachably attached to the main body apparatus 2. Further, a rightrail member 19 is provided on the right side surface of the housing 11,which has a configuration similar to that of the left rail member 15.

Further, the main body apparatus 2 includes a left terminal 17. The leftterminal 17 is a terminal for allowing the main body apparatus 2 toperform wired communication with the left controller 3. The leftterminal 17 is provided at a position where the left terminal 17 is madecontact with a terminal (a terminal 42 shown in FIG. 5) of the leftcontroller 3 when the left controller 3 is attached to the main bodyapparatus 2. Further, the main body apparatus 2 includes a rightterminal 21. The right terminal 21 is a terminal for allowing the mainbody apparatus 2 to perform wired communication with the rightcontroller 4. The right terminal 21 is provided at a position where theright terminal 21 is made contact with a terminal (a terminal 64 shownin FIG. 6) of the right controller 4 when the right controller 4 isattached to the main body apparatus 2.

As shown in FIG. 4, the main body apparatus 2 includes a first slot 23.The first slot 23 is provided on an upper side surface of the housing11. The first slot 23 is so shaped as to allow a first type of storagemedium to be inserted in the first slot 23. The first type of storagemedium is, for example, a dedicated storage medium (e.g., a dedicatedmemory card) to the terminal apparatus 1 and an information processingapparatus of the same type as the terminal apparatus 1. The first typeof storage medium is used to store, for example, data (e.g., saved dataof an application or the like) used by the main body apparatus 2 and/ora program (e.g., a program for an application or the like) executed bythe main body apparatus 2. Further, the main body apparatus 2 includes apower button 28. As shown in FIG. 4, the power button 28 is provided onthe upper side surface of the housing 11. The power button 28 is abutton for turning the main body apparatus 2 on/off.

The main body apparatus 2 includes an audio input/output terminal(specifically, an earphone jack) 25. That is, a microphone or anearphone can be attached to the audio input/output terminal 25 of themain body apparatus 2. As shown in FIG. 4, the audio input/outputterminal 25 is provided on the upper side surface of the housing 11.

The main body apparatus 2 includes a lower terminal 27. The lowerterminal 27 is a terminal for allowing the main body apparatus 2 tocommunicate with a cradle. As shown in FIG. 4, the lower terminal 27 isprovided on a lower side surface of the housing 11. When the main bodyapparatus 2 is mounted on the cradle, the lower terminal 27 is connectedto a terminal of the cradle. In this example, the lower terminal 27 is aUSB connector (more specifically, a female connector). Only the mainbody apparatus 2 from which the left controller 3 and the rightcontroller 4 are detached can be mounted on the cradle. Further, instill another example, a unified apparatus obtained by attaching theleft controller 3 and the right controller 4 to the main body apparatus2 can be mounted on the cradle. Further, the cradle can communicate witha stationary monitor which is a non-limiting example of an externaldisplay apparatus (e.g., a stationary television) that is separated fromthe main body apparatus 2 (through wired communication or wirelesscommunication). When the unified apparatus or the main body apparatus 2alone is mounted on the cradle, the terminal apparatus 1 can display, onthe stationary monitor, an image generated by and output from the mainbody apparatus 2. Further, in this example, the cradle has the functionof charging the unified apparatus or the main body apparatus 2 alonemounted on the cradle. Further, the cradle also serves as a hub device(specifically, a USB hub).

Each of the above components (specifically, buttons, slots, terminals,etc.) provided in or on the housing 11 has any suitable shape, number,and arrangement. For example, in another example, some of the powerbutton 28 and the slot 23 may be provided on another side surface or aback surface of the housing 11. Further, in another example, the mainbody apparatus 2 may not include some of the above components.

FIG. 5 is a diagram having six orthogonal views showing a non-limitingexample of the left controller 3. As shown in FIG. 5, the leftcontroller 3 includes a housing 31. In this example, the housing 31 isan approximately plate-shaped housing. Further, a main surface (or asurface on a front side, i.e., a surface in the negative direction ofthe z-axis shown in FIG. 2) has a generally rectangular shape. Further,in this example, the housing 31 is longer than it is wide, i.e., isshaped to be long in a vertical direction (i.e., the y-axis directionshown in FIG. 2). In the state where the left controller 3 is detachedfrom the main body apparatus 2, the left controller 3 can also be heldin the orientation in which the left controller 3 is vertically long,i.e., in its portrait orientation. The housing 31 has such a shape and asize that when held in its portrait orientation, the housing 31 can beheld by one hand, particularly the left hand. Further, the leftcontroller 3 can also be held in the orientation in which the leftcontroller 3 is horizontally long, i.e., in its landscape orientation.When held in its landscape orientation, the left controller 3 may beheld by both hands. It should be noted that the housing 31 may have anysuitable shape. In another example, the housing 31 may not be anapproximately plate-shaped housing. Further, the housing 31 may not havea rectangular shape. The housing 31 may have a semicircular shape or thelike, for example. Further, the housing 31 may not be longer than it iswide.

A vertical length of the housing 31 is substantially the same as that ofthe housing 11 of the main body apparatus 2. Further, a thickness (i.e.,a length in the fore-and-aft direction, or a length in the z-axisdirection shown in FIG. 2) of the housing 31 is substantially the sameas that of the housing 11 of the main body apparatus 2. Therefore, whenthe left controller 3 is attached to the main body apparatus 2 (see FIG.2), the user can hold the main body apparatus 2 and the left controller3, feeling as if the user held a single apparatus.

The left controller 3 includes an analog stick 32. As shown in FIG. 5,the analog stick 32 is provided on a main surface of the housing 31. Theanalog stick 32 can be used as a direction input section with which adirection can be input. The analog stick 32 has a stick member that canbe tilted in all directions parallel to the main surface of the housing31 (i.e., 360 degrees around the center, including vertical directions,horizontal directions, and diagonal directions). The user tilts thestick member and thereby can input a direction corresponding to thedirection of the tilt (and can input a magnitude corresponding to theangle of the tilt). It should be noted that the left controller 3 mayinclude a directional pad, a slide stick that allows a slide input, orthe like as the direction input section, instead of the analog stick.Further, in this example, it is possible to provide an input by pressingdown the stick member (in a direction perpendicular to the housing 31).That is, the analog stick 32 is an input section that can be used toprovide: an input having a direction and a magnitude corresponding tothe tilt direction and the tilt amount, respectively, of the stickmember; and an input by the stick member being pressed down.

The left controller 3 includes four operation buttons 33 to 36(specifically, a “right” button 33, a “down” button 34, an “up” button35, and a “left” button 36). As shown in FIG. 5, the four operationbuttons 33 to 36 are provided on the main surface of the housing 31below the analog stick 32. The operation buttons 33 to 36 are used togive instructions related to various programs (e.g., an OS program andapplication programs) executed by the main body apparatus 2. Further,the left controller 3 has a record button 37. Further, the leftcontroller 3 has a “−” (minus) button 47.

When the left controller 3 is attached to the main body apparatus 2,each operation section (specifically, the analog stick 32 and thebuttons 33 to 37 and 47) provided on the main surface of the leftcontroller 3 is operated using the thumb of the left hand of the userholding the unified apparatus, for example. Further, when the leftcontroller 3 as detached from the main body apparatus 2 is being held byboth hands in its horizontal orientation, the operation sections areoperated using the thumbs of both hands of the user holding the leftcontroller 3, for example. Specifically, in this case, the analog stick32 is operated using the thumb of the left hand of the user, and theoperation buttons 33 to 36 are operated using the thumb of the righthand of the user.

The left controller 3 includes a first L-button 38. Further, the leftcontroller 3 includes a ZL-button 39. These operation buttons 38 and 39are used to give instructions related to various programs executed bythe main body apparatus 2, as with the operation buttons 33 to 36. Asshown in FIG. 5, the first L-button 38 is provided on an upper leftportion of the side surface of the housing 31. Further, the ZL-button 39is provided on an upper left part (strictly speaking, an upper leftportion of the housing 31 as viewed from the front side) extending fromthe side surface to the back surface of the housing 31. In other words,the ZL-button 39 is provided behind the first L-button 38 (in thepositive direction of the z-axis shown in FIG. 2). When the leftcontroller 3 is attached to the main body apparatus 2, the firstL-button 38 and the ZL-button 39 are provided on an upper left portionof the unified apparatus.

The left controller 3 includes the slider 40. As shown in FIG. 5, theslider 40 is provided on the right side surface of the housing 31,extending vertically. The slider 40 is so shaped as to engage with theleft rail member 15 (more specifically, a groove of the left rail member15) of the main body apparatus 2.

Further, the left controller 3 includes the terminal 42 for allowing theleft controller 3 to perform wired communication with the main bodyapparatus 2. The terminal 42 is provided at a position where, when theleft controller 3 is attached to the main body apparatus 2, the leftcontroller 3 is made contact with the left terminal 17 (FIG. 4) of themain body apparatus 2.

Further, the left controller 3 includes a second L-button 43 and asecond R-button 44. These buttons 43 and 44 are used to giveinstructions related to various programs executed by the main bodyapparatus 2, as with the operation buttons 33 to 36. As shown in FIG. 5,the second L-button 43 and the second R-button 44 are provided on thesurface to which the slider 40 is to be attached.

FIG. 6 is a diagram having six orthogonal views showing a non-limitingexample of the right controller 4. As shown in FIG. 6, the rightcontroller 4 includes a housing 51. In this example, the housing 51 isan approximately plate-shaped housing. Further, a main surface (or asurface on a front side, i.e., a surface in the negative direction ofthe z-axis shown in FIG. 2) of the housing 51 has a generallyrectangular shape. Further, in this example, the housing 51 is longerthan it is wide, i.e., is shaped to be long in a vertical direction(i.e., the y-axis direction shown in FIG. 2). In the state where theright controller 4 is detached from the main body apparatus 2, the rightcontroller 4 can also be held in the orientation in which the leftcontroller 3 is vertically long, i.e., in its portrait orientation. Thehousing 51 has such a shape and a size that when held in its portraitorientation, the housing 51 can be held by one hand, particularly theright hand. Further, the right controller 4 can also be held in theorientation in which the right controller 4 is horizontally long, i.e.,in its landscape orientation. When held in its landscape orientation,the right controller 4 may be held by both hands.

A vertical length of the housing 51 is substantially the same as that ofthe housing 11 of the main body apparatus 2, like the housing 31 of theleft controller 3. Further, a thickness of the housing 51 issubstantially the same as that of the housing 11 of the main bodyapparatus 2. Therefore, when the right controller 4 is attached to themain body apparatus 2 (see FIG. 2), the user can hold the main bodyapparatus 2 and the right controller 4, feeling as if the user held asingle apparatus.

As with the left controller 3, the right controller 4 includes an analogstick 52 as a direction input section. In this example, the analog stick52 has the same configuration as that of the analog stick 32 of the leftcontroller 3. Further, the right controller 4 may include a directionalpad, a slide stick that allows a slide input, or the like, instead ofthe analog stick. Further, as with the left controller 3, the rightcontroller 4 includes four operation buttons 53 to 56 (specifically, anA-button 53, a B-button 54, an X-button 55, and a Y-button 56). Further,the right controller 4 includes a “+” (plus) button 57 and a home button58.

When the right controller 4 is attached to the main body apparatus 2,each operation section (specifically, the analog stick 52 and thebuttons 53 to 58) provided on the main surface of the right controller 4is operated using the thumb of the right hand of the user holding theunified apparatus, for example. Further, when the right controller 4 asdetached from the main body apparatus 2 is being held by both hands inits horizontal orientation, the operation sections are operated usingthe thumbs of both hands of the user holding the right controller 4, forexample. Specifically, in this case, the analog stick 52 is operatedusing the thumb of the left hand of the user, and the operation buttons53 to 56 are operated using the thumb of the right hand of the user.

The right controller 4 includes a first R-button 60. Further, the rightcontroller 4 includes a ZR-button 61. As shown in FIG. 6, the firstR-button 60 is provided on an upper right portion of the side surface ofthe housing 51. Further, the ZR-button 61 is provided on an upper rightpart (strictly speaking, an upper right portion of the housing 51 asviewed from the front side) extending from the side surface to the backsurface of the housing 51. In other words, the ZR-button 61 is providedbehind the first R-button 60 (in the positive direction of the z-axisshown in FIG. 2).

The right controller 4 includes a slider mechanism similar to the leftcontroller 3. That is, the right controller 4 includes a slider 62.

Further, the right controller 4 includes a terminal 64 for allowing theright controller 4 to perform wired communication with the main bodyapparatus 2. The terminal 64 is provided at a position where, when theright controller 4 is attached to the main body apparatus 2, the rightcontroller 4 is made contact with the right terminal 21 (FIG. 4) of themain body apparatus 2.

Further, the right controller 4 includes a second L-button 65 and asecond R-button 66, as with the left controller 3. These buttons 65 and66 are used to give instructions related to various programs executed bythe main body apparatus 2, as with the operation buttons 53 to 56.

It should be noted that, in the left controller 3 and the rightcontroller 4, each of the components (specifically, sliders, sticks,buttons, etc.) provided in or on the housing 11 or 51 has any suitableshape, number, and arrangement. For example, in another example, theleft controller 3 and the right controller 4 may include a directioninput section that is different from an analog stick. Further, theslider 40 or 62 may be provided at a position corresponding to theposition of the rail member 15 or 19 provided on the main body apparatus2, e.g., the main surface or the back surface of the housing 31 or 51.Further, in another example, the left controller 3 and the rightcontroller 4 may not have some of the above components.

FIG. 7 is a block diagram showing a non-limiting example of the internalconfiguration of the main body apparatus 2. The main body apparatus 2includes components 81 to 98 shown in FIG. 7 in addition to thecomponents shown in FIG. 4. Some of the components 81 to 98 may beimplemented as electronic parts on an electronic circuit board, which isaccommodated in the housing 11.

The main body apparatus 2 includes a central processing unit (CPU) 81.The CPU 81 is an information processing section for executing varioustypes of information processing to be executed by the main bodyapparatus 2. Strictly speaking, the CPU 81 may be a system-on-a-chip(SoC) having a plurality of functions such as a CPU function, a graphicsprocessing unit (GPU) function, and the like. The CPU 81 executes aninformation processing program (e.g., a game program) stored in astorage section (specifically, an internal storage medium such as aflash memory 84, an external storage medium attached to each slot 23, orthe like), thereby performing the various types of informationprocessing.

The main body apparatus 2 includes a flash memory 84 and a dynamicrandom access memory (DRAM) 85 as examples of internal storage mediabuilt into the main body apparatus 2. The flash memory 84 and the DRAM85 are coupled to the CPU 81. The flash memory 84 is a memory mainlyused to store various data (or programs) to be saved in the main bodyapparatus 2. The DRAM 85 is a memory used to temporarily store variousdata used for information processing.

The main body apparatus 2 includes a first slot interface (hereinafterabbreviated to “IF”) 91. The slot I/F 91 is coupled to the CPU 81. Theslot I/F 91 is coupled to the slot 23, and in accordance withinstructions from the CPU 81, reads and writes data from and to thefirst type of storage medium (e.g., an SD card) attached to the slot 23.

The CPU 81 appropriately reads and writes data from and to the flashmemory 84, the DRAM 85, and each of the above storage media, therebyperforming the above information processing.

The main body apparatus 2 includes a network communication section 82.The network communication section 82 is coupled to the CPU 81. Thenetwork communication section 82 communicates (specifically, throughwireless communication) with an external apparatus via a network. Inthis example, as a first communication form, the network communicationsection 82 connects to a wireless LAN and communicates with an externalapparatus, using a method compliant with the Wi-Fi standard. Further, asa second communication form, the network communication section 82wirelessly communicates with another main body apparatus 2 of the sametype, using a predetermined communication method (e.g., communicationbased on a unique protocol or infrared light communication). It shouldbe noted that the wireless communication in the above secondcommunication form achieves the function of enabling so-called “localcommunication” in which the main body apparatus 2 can wirelesslycommunicate with another main body apparatus 2 located in a closed localnetwork area, and the plurality of main body apparatuses 2 directlycommunicate with each other to transmit and receive data.

The main body apparatus 2 includes a controller communication section83. The controller communication section 83 is coupled to the CPU 81.The controller communication section 83 wirelessly communicates with theleft controller 3 and/or the right controller 4. The main body apparatus2 may communicate with the left controller 3 and the right controller 4using any suitable communication method. In this example, the controllercommunication section 83 performs communication compliant with theBluetooth (registered trademark) standard with the left controller 3 andwith the right controller 4.

The CPU 81 is coupled to the left terminal 17, the right terminal 21,and the lower terminal 27. When performing wired communication with theleft controller 3, the CPU 81 transmits data to the left controller 3via the left terminal 17 and also receives operation data from the leftcontroller 3 via the left terminal 17. Further, when performing wiredcommunication with the right controller 4, the CPU 81 transmits data tothe right controller 4 via the right terminal 21 and also receivesoperation data from the right controller 4 via the right terminal 21.Further, when communicating with the cradle, the CPU 81 transmits datato the cradle via the lower terminal 27. As described above, in thisexample, the main body apparatus 2 can perform both wired communicationand wireless communication with each of the left controller 3 and theright controller 4. Further, when the unified apparatus obtained byattaching the left controller 3 and the right controller 4 to the mainbody apparatus 2 or the main body apparatus 2 alone is attached to thecradle, the main body apparatus 2 can output data (e.g., image data orsound data) to the stationary monitor or the like via the cradle.

Here, the main body apparatus 2 can communicate with a plurality of leftcontrollers 3 simultaneously (or in parallel). Further, the main bodyapparatus 2 can communicate with a plurality of right controllers 4simultaneously (or in parallel). Thus, a user or users cansimultaneously provide inputs to the main body apparatus 2 using aplurality of left controllers 3 and a plurality of right controllers 4.

The main body apparatus 2 includes a touch panel controller 86 which isa circuit for controlling the touch panel 13. The touch panel controller86 is coupled between the touch panel 13 and the CPU 81. Based on asignal from the touch panel 13, the touch panel controller 86 generates,for example, data indicating a position where a touch input has beenperformed. The touch panel controller 86 outputs the data to the CPU 81.

Further, the display 12 is coupled to the CPU 81. The CPU 81 displays agenerated image (e.g., an image generated by executing the aboveinformation processing) and/or an externally acquired image on thedisplay 12.

The main body apparatus 2 includes a codec circuit 87 and speakers(specifically, a left speaker and a right speaker) 88. The codec circuit87 is coupled to the speakers 88 and a audio input/output terminal 25and also coupled to the processor 81. The codec circuit 87 is a circuitfor controlling the input and output of sound data to and from thespeakers 88 and the audio input/output terminal 25.

Further, the main body apparatus 2 includes an acceleration sensor 89.In this example, the acceleration sensor 89 detects the magnitudes ofaccelerations along predetermined three axial (e.g., x-, y-, and z-axesshown in FIG. 1) directions. It should be noted that the accelerationsensor 89 may detect an acceleration along one axial direction oraccelerations along two axial directions.

Further, the main body apparatus 2 includes an angular velocity sensor90. In this example, the angular velocity sensor 90 detects angularvelocities about predetermined three axes (e.g., the x-, y-, and z-axesshown in FIG. 2). It should be noted that the angular velocity sensor 90may detect an angular velocity about one axis or angular velocitiesabout two axes.

The acceleration sensor 89 and the angular velocity sensor 90 arecoupled to the CPU 81, and the detection results of the accelerationsensor 89 and the angular velocity sensor 90 are output to the processor81. Based on the detection results of the acceleration sensor 89 and theangular velocity sensor 90, the CPU 81 can calculate informationregarding the motion and/or the orientation of the main body apparatus2. It should be noted that, in this non-limiting example embodiment, anacceleration sensor and an angular velocity sensor are used as inertialsensors for calculating a motion, an orientation, and/or a position ofthe main body apparatus 2. In another non-limiting example embodiment,other sensors may be used.

The main body apparatus 2 includes a power control section 97 and abattery 98. The power control section 97 is coupled to the battery 98and the CPU 81. Further, although not shown, the power control section97 is coupled to components of the main body apparatus 2 (specifically,components that receive power supplied from the battery 98, the leftterminal 17, and the right terminal 21). Based on a command from the CPU81, the power control section 97 controls the supply of power from thebattery 98 to the above components. Further, the power control section97 is coupled to the power button 28. The power control section 97controls the supply of power to each section based on an input to thepower button 28. That is, when an operation of turning off is performedon the power button 28, the power control section 97 stops supplyingpower to all or a portion of the above sections. When an operation ofturning on is performed on the power button 28, the power controlsection 97 starts supplying power all or a portion of the abovesections. Further, the power control section 97 outputs informationindicating an input to the power button 28 (specifically, informationindicating whether or not the power button 28 has been pressed down) tothe CPU 81.

Further, the battery 98 is coupled to the lower terminal 27. When anexternal charging device (e.g., the cradle) is connected to the lowerterminal 27, and power is supplied to the main body apparatus 2 via thelower terminal 27, the battery 98 is charged with the supplied power.

FIG. 8 is a block diagram showing non-limiting example internalconfigurations of the main body apparatus 2, the left controller 3, andthe right controller 4. It should be noted that the details of theinternal configuration of the main body apparatus 2 are shown in FIG. 7and therefore are not shown in FIG. 8.

The left controller 3 includes a communication control section 101 whichcommunicates with the main body apparatus 2. As shown in FIG. 8, thecommunication control section 101 is coupled to components including theterminal 42. In this example, the communication control section 101 cancommunicate with the main body apparatus 2 through both wiredcommunication via the terminal 42 and wireless communication withoutusing the terminal 42. The communication control section 101 controlsthe method for communication performed by the left controller 3 with themain body apparatus 2. That is, when the left controller 3 is attachedto the main body apparatus 2, the communication control section 101communicates with the main body apparatus 2 via the terminal 42.Further, when the left controller 3 is detached from the main bodyapparatus 2, the communication control section 101 wirelesslycommunicates with the main body apparatus 2 (specifically, thecontroller communication section 83). The wireless communication betweenthe communication control section 101 and the controller communicationsection 83 is performed in accordance with the Bluetooth (registeredtrademark) standard, for example.

Further, the left controller 3 includes a memory 102 such as a flashmemory. The communication control section 101 includes, for example, amicrocomputer (or a microprocessor) and executes firmware stored in thememory 102, thereby performing various processes.

The left controller 3 includes buttons 103 (specifically, the buttons 33to 39, 43, 44, and 47). Further, the left controller 3 includes theanalog stick (“stick” in FIG. 8) 32. Each of the buttons 103 and theanalog stick 32 outputs information regarding an operation performed onitself to the communication control section 101 repeatedly atappropriate timings.

The left controller 3 includes inertial sensors. Specifically, the leftcontroller 3 includes an acceleration sensor 104. Further, the leftcontroller 3 includes an angular velocity sensor 105. In this example,the acceleration sensor 104 detects the magnitudes of accelerationsalong predetermined three axial (e.g., x-, y-, and z-axes shown in FIG.5) directions. It should be noted that the acceleration sensor 104 maydetect an acceleration along one axial direction or accelerations alongtwo axial directions. In this example, the angular velocity sensor 105detects angular velocities about predetermined three axes (e.g., the x-,y-, and z-axes shown in FIG. 5). It should be noted that the angularvelocity sensor 105 may detect an angular velocity about one axis orangular velocities about two axes. Each of the acceleration sensor 104and the angular velocity sensor 105 is coupled to the communicationcontrol section 101. Then, the detection results of the accelerationsensor 104 and the angular velocity sensor 105 are output to thecommunication control section 101 repeatedly at appropriate timings.

The communication control section 101 acquires information regarding aninput (specifically, information regarding an operation or the detectionresult of a sensor) from each of input sections (specifically, thebuttons 103, the analog stick 32, and the sensors 104 and 105). Thecommunication control section 101 transmits operation data including theacquired information (or information obtained by performingpredetermined processing on the acquired information) to the main bodyapparatus 2. It should be noted that the operation data is transmittedrepeatedly, once every predetermined time. It should be noted that theinterval at which the information regarding an input is transmitted fromeach of the input sections to the main body apparatus 2 may or may notbe the same.

The above operation data is transmitted to the main body apparatus 2,whereby the main body apparatus 2 can obtain inputs provided to the leftcontroller 3. That is, the main body apparatus 2 can determineoperations performed on the buttons 103 and the analog stick 32 based onthe operation data. Further, the main body apparatus 2 can calculateinformation regarding the motion and/or the orientation of the leftcontroller 3 based on the operation data (specifically, the detectionresults of the acceleration sensor 104 and the angular velocity sensor105).

The left controller 3 includes a vibrator 107 for giving notification tothe user by a vibration. In this example, the vibrator 107 is controlledin accordance with a command from the main body apparatus 2. That is,the communication control section 101, when receiving the above commandfrom the main body apparatus 2, drives the vibrator 107 in accordancewith the received command. Here, the left controller 3 includes anamplifier 106. The communication control section 101, when receiving theabove command, outputs a control signal corresponding to the command tothe amplifier 106. The amplifier 106 amplifies the control signal fromthe communication control section 101 to generate a driving signal fordriving the vibrator 107, and outputs the drive signal to the vibrator107. Thus, the vibrator 107 is operated.

The left controller 3 includes a power supply section 108. In thisexample, the power supply section 108 includes a battery and a powercontrol circuit. Although not shown, the power control circuit iscoupled to the battery and also coupled to components of the leftcontroller 3 (specifically, components that receive power supplied fromthe battery). The power control circuit controls the supply of powerfrom the battery to each of the above sections. Further, the battery iscoupled to the terminal 42. In this example, when the left controller 3is attached to the main body apparatus 2, the battery is charged withpower supplied from the main body apparatus 2 via the terminal 42, underpredetermined conditions.

As shown in FIG. 8, the right controller 4 includes a communicationcontrol section 111 which communicates with the main body apparatus 2.Further, the right controller 4 includes a memory 112 which is coupledto the communication control section 111. The communication controlsection 111 is coupled to components including the terminal 64. Thecommunication control section 111 and the memory 112 have functionssimilar to those of the communication control section 101 and the memory102, respectively, of the left controller 3. Thus, the communicationcontrol section 111 can communicate with the main body apparatus 2through either wired communication via the terminal 64 or wirelesscommunication without using the terminal 64 (specifically, communicationcompliant with the Bluetooth (registered trademark) standard). Thecommunication control section 111 controls a communication method thatis performed by the right controller 4 with respect to the main bodyapparatus 2.

The right controller 4 includes input sections similar to those of theleft controller 3. Specifically, the right controller 4 includes buttons113, an analog stick 52, and inertial sensors (an acceleration sensor114 and an angular velocity sensor 115). These input sections havefunctions similar to those of the input sections of the left controller3 and operate in manners similar to those of the input sections of theleft controller 3.

Further, the right controller 4 includes a vibrator 117 and an amplifier116. The vibrator 117 and the amplifier 116 operate in manners similarto those of the vibrator 107 and the amplifier 106 of the leftcontroller 3. That is, the communication control section 111 operatesthe vibrator 117 using the amplifier 116 in accordance with a commandfrom the main body apparatus 2.

The right controller 4 includes a power supply section 118. The powersupply section 118 has a function similar to that of the power supplysection 108 of the left controller 3, and operates in a similar manner.That is, the power supply section 118 controls the supply of power fromthe battery to each of sections that need power. Further, when the rightcontroller 4 is attached to the main body apparatus 2, the battery ischarged with power supplied from the main body apparatus 2 via theterminal 64, under predetermined conditions.

The terminal apparatus 1 of this non-limiting example embodiment can beused by a single user, or multiple users simultaneously. Specifically,no matter whether or not the controllers are attached to the main bodyapparatus 2, the user can hold and operate one or both of the twocontrollers 3 and 4. Furthermore, when the two controllers 3 and 4 aredetached from the main body apparatus 2, multiple users cansimultaneously use the terminal apparatus 1, as described below.

FIG. 9 is a diagram showing a non-limiting example situation in which agame is played using the left controller 3 and the right controller 4 asdetached from the main body apparatus 2. As shown in FIG. 9, when thecontrollers 3 and 4 are detached from the main body apparatus 2, a firstuser of the two users can operate the left controller 3 while a seconduser can operate the right controller 4. As a result, the two users cansimultaneously use the terminal apparatus 1, i.e., a multiplayer gamecan be performed using a single terminal apparatus 1. Furthermore, whenthe terminal system includes a controller or controllers that canwirelessly communicate with the terminal apparatus 1 in addition to thetwo controllers 3 and 4, three or more users can simultaneously use theterminal apparatus 1.

It should be noted that, in the case of a multiplayer game, the screenarea of the display 12 (or an external display device separated from themain body apparatus 2) of the main body apparatus 2 may or may not bedivided into subscreen areas. When the screen area of the display 12 isdivided into subscreen areas, the display 12 may display a game imagefor a first user and a game image for a second user, as shown in FIG. 9,for example.

(1-2. Specific Non-limiting Example Configuration of Server)

FIG. 10 is a block diagram showing a non-limiting example configurationof the server 10. Each component included in the server 10 shown in FIG.10 is implemented by one or more information processing apparatuses. Asused herein, the term “server” refers to a single information processingapparatus (i.e., a server apparatus), or alternatively, an entire serverapparatus group (i.e., a server system) when the server function isimplemented by a plurality of server apparatuses. In other words, a“server” may be either a server apparatus or a server system. It shouldbe noted that the hardware configuration of the server 10 of thisnon-limiting example embodiment may be similar to that of a conventionalserver.

As shown in FIG. 10, the server 10 includes a processing section 121 anda storage section 122. The processing section 121 is electronicallycoupled to the sections 122 and 123 of the server 10. The processingsection 121 has a CPU and a memory. In the server 10, variousinformation processes are executed by the CPU executing programs storedin the storage section 122 using the memory. The storage section 122 isany suitable storage device (also referred to as a “storage medium”)that can be accessed by the processing section 121. The storage section122 stores programs that are executed by the processing section 121,data that is used in information processes performed by the processingsection 121, and data obtained by the information processes, etc. Inthis non-limiting example embodiment, the storage section 122 stores atleast a program for an information process that is executed by theserver to perform lobby matching-up described below.

The server 10 includes a communication section 123. The communicationsection 123 has a function of connecting to the network 8, andcommunicating with other apparatuses (e.g., the terminal apparatuses 1)through the network 8. In addition to the components shown in FIG. 10,the server 10 may include an input section and a display section asinput/output interface.

In this non-limiting example embodiment, the server 10 serves as a “gamematching server” that matches a player (i.e., the user of a terminalapparatus 1) up with another player (i.e., the user of another terminalapparatus 1) so that these players can play a multiplayer game using therespective terminal apparatuses. Specifically, the server 10 executes aprocess of setting a virtual lobby for a game, and a process of causinga player to virtually enter the lobby thus set, in response to a requestfrom a terminal apparatus 1. As used herein, the term “lobby” refers toa virtual place that is provided to players that play a multiplayergame. Players that are present in a single lobby play a multiplayergame.

Although described in detail below, in this non-limiting exampleembodiment, not only played is a single game from a single lobby, butalso different games may be played by different groups of players from asingle lobby. That is, in this non-limiting example embodiment,matching-up is initially performed to determine a lobby that players areto enter (i.e., lobby matching-up), and then, matching-up is performedto match up players who are to play a game in the lobby (i.e., gamematching-up). The game matching-up determines a game that is to beplayed by players in a lobby, and some of the players in the lobby whoare to participate in the game.

[2. Overview of Process in Game System]

(2-1. Processes Involved in Setting Lobby and Entry into Lobby)

FIG. 11 is a diagram showing non-limiting example flows of a process ofsetting a lobby and a process of causing players to enter the set lobby.In this non-limiting example embodiment, as shown in FIG. 11, the server10 executes setting (also referred to as “creation”) of a lobby, andlobby matching-up (i.e., determination of players who are to enter alobby).

In this non-limiting example embodiment, a new lobby is created inresponse to a request from a terminal apparatus. Specifically, in FIG.11, a terminal apparatus 1 a sends a request for creation of a lobby(also referred to as a “lobby creation request”) to the server 10according to the player's instruction, for example (step S1). The lobbycreation request contains player identification information foridentifying the player of the terminal apparatus 1 a (e.g., the player'sID or account name) In this non-limiting example embodiment, a lobbycreation request can be performed when a predetermined game program isexecuted in a terminal apparatus 1 (this is also true for a lobby entryrequest described below). That is, in this non-limiting exampleembodiment, functions performed by predetermined game program executablein the terminal apparatus 1 include a function of sending a lobbycreation request and a function of sending a lobby entry requestdescribed below. It should be noted that, in another non-limitingexample embodiment, a lobby creation request and a lobby entry requestmay be sent at any suitable timings.

The server 10 newly creates a lobby in response to the lobby creationrequest from the terminal apparatus 1 a (step S2). In this non-limitingexample embodiment, the server 10 stores lobby setting information formanaging a lobby in the storage section 122. The lobby settinginformation can be said as group information indicating a group ofplayers who are allowed to enter a lobby (in other words, a group ofplayers who are allowed to play a plurality of games). Specifically, thelobby setting information contains player information (e.g., playeridentification information) about each player included in a group. Thelobby setting information also contains identification information of acreated lobby.

When receiving a lobby creation request, the server 10 newly storeslobby setting information in which identification information of a newlycreated lobby, and the player identification information of the playerof the terminal apparatus 1 a as the sender of the lobby creationrequest, are associated with each other. Thus, the server 10 updates thelobby setting information so that the lobby setting information containsplayer information indicating players who are present in a lobby. Thisallows for management of the entry state of a lobby using the lobbysetting information.

In step S2, the server 10, when creating a lobby, sends a lobby creationnotification to the terminal apparatus 1 a. The terminal apparatus 1 a,when receiving the lobby creation notification, starts executing aninformation process (hereinafter referred to as a “lobby process,” seeFIG. 24) in the set lobby (step S3). The player of the terminalapparatus 1 a can newly set a lobby by steps S1-S3.

When the player of a terminal apparatus 1 b that is different from theterminal apparatus 1 a desires to enter the lobby set by steps S1-S3,the terminal apparatus 1 b sends a lobby entry request to the server 10according to the player's instruction, for example (step S4). The lobbyentry request contains the player identification information of theplayer of the terminal apparatus 1 b.

The server 10 determines a lobby that the player of the terminalapparatus 1 b is to enter in response to the lobby entry request fromthe terminal apparatus 1 b (i.e., lobby matching-up) (step S5). In thiscase, the server 10 updates the lobby setting information of thedetermined lobby that the player of the terminal apparatus 1 b is toenter so that the lobby setting information contains the playeridentification information of the player of the terminal apparatus 1 b.Therefore, lobby setting information is updated to contain playerinformation indicating a player who is present in a lobby. This allowsthe server 10 to manage the entry state of a lobby using lobby settinginformation. It should be noted that, in this non-limiting exampleembodiment, a state in which a player is present in a lobby includes astate in which the player is not playing a game in the lobby, and astate in which the player is playing a game from the lobby (in otherwords, a state in which the player is playing a game with which theplayer is matched up in the lobby).

It should be noted that any suitable method for matching a player upwith a lobby may be used. A lobby that a player is to enter may bedetermined according to any suitable rule or algorithm. A conventionalmethod for matching a player up with a lobby may be used.

Further, in this non-limiting example embodiment, as described above,two players can simultaneously use a single terminal apparatus 1.Therefore, the server 10 allows two players using a single terminalapparatus 1 to be simultaneously present in a lobby. Specifically, whentwo players enter a lobby, their terminal apparatus 1 sends a lobbycreation request or lobby entry request containing the playeridentification information of the two players to the server 10 in stepS1 or S4 When sending the lobby creation request or lobby entry request,the terminal apparatus 1 may determine whether to send a request forentry of one of the two players into a lobby or a request for entry ofboth of the two players into a lobby, according to a player'sinstruction, for example.

When receiving the lobby creation request or lobby entry requestcontaining the player identification information of the two players, theserver 10 causes the two players related to the request to enter alobby. That is, the server 10 stores lobby setting informationcontaining the player identification information of the two playerscontained in the request. Although described in detail below, twoplayers who are present in a single lobby and use a single terminalapparatus, are dealt with as a “pair of players.” In this non-limitingexample embodiment, lobby setting information contains informationindicating whether or not a player is one of a pair of players.

It should be noted that the server 10, when receiving a lobby entryrequest related to a pair of players, may perform lobby matching-up suchthat the pair of players sending the lobby entry request is more likelyto enter (or inevitably enter) a lobby in which another pair of playersis already present. This allows a pair of players to be more likely toenter a lobby in which another pair of players is already present, andtherefore, it is more likely that pairs of players play a game togetherfrom a lobby.

As described above, in this non-limiting example embodiment, the server10 causes each of a plurality of (here, two) players to enter a virtuallobby in response to a request from a terminal apparatus operated by theplayers. Therefore, according to this non-limiting example embodiment,for example, two players who have been playing a game that has nothingto do with a lobby (e.g., an offline game, etc.) using a single terminalapparatus can directly play a game from a lobby. Thus, in thisnon-limiting example embodiment, when a plurality of players play a gameusing a single terminal apparatus, the players can more easily play agame from a lobby, which can motivate the players to play a game from alobby.

If, in step S5, the server 10 has determined a lobby that the player ofthe terminal apparatus 1 b is to enter, the server 10 sends a lobbyentry notification indicating that a new player has entered the lobby,to each terminal apparatus (step S6). The lobby entry notifications aresent to the terminal apparatus of a player who is already present in thelobby (here, the terminal apparatus 1 a), and the terminal apparatus ofa player who has newly entered the lobby (here, the terminal apparatus 1b). The lobby entry notification sent to the terminal apparatus 1 a ofthe player who is already present in the lobby contains informationabout the player who has newly entered the lobby (e.g., playeridentification information), and connection information for allowing forcommunication with the terminal apparatus of the player who has newlyentered the lobby (e.g., address information of the terminal apparatus).Meanwhile, the lobby entry notification sent to the terminal apparatus 1b of the player who has newly entered the lobby contains informationabout the player who is already present in the lobby (e.g., playeridentification information), and connection information for allowing forcommunication with the terminal apparatus of the player who is alreadypresent in the lobby (e.g., address information of the terminalapparatus).

The terminal apparatus 1 a (i.e., the terminal apparatus of the playerwho is already present in the lobby), when receiving the lobby entrynotification from the server 10, performs a process of establishingcommunication with the terminal apparatus 1 b of the new player (stepS7). Meanwhile, the terminal apparatus 1 b (i.e., the terminal apparatusof the player who has newly entered the lobby), when receiving the lobbyentry notification from the server 10, performs a process ofestablishing communication with the terminal apparatus 1 a of the playerwho is already present in the lobby (step S8). It should be noted thatthe process of establishing communication with another terminalapparatus in steps S7 and S8 is performed using the connectioninformation contained in the lobby entry notification. Whencommunication with another terminal apparatus has been established, theterminal apparatus 1 b starts a lobby process (see FIG. 25) (step S9).

Steps S7 and S8 allow the terminal apparatus 1 a and the terminalapparatus 1 b to communicate with each other. In this non-limitingexample embodiment, in a lobby process executed subsequently,peer-to-peer (P2P) communication is performed between terminalapparatuses.

FIG. 11 shows a process that is performed when the player of the secondterminal apparatus (1 b) enters a lobby that has been created inresponse to a request from the first terminal apparatus (1 a). It shouldbe noted that a process that is performed when the players of the thirdand following terminal apparatuses enter the lobby is similar to stepsS4-S8. In this case, a new player is caused to enter a lobby by stepsS4-S8 being executed during execution of a lobby process in a terminalapparatus of a player who is already present in the lobby.

In this non-limiting example embodiment, the server 10 limits the numberof players who can enter a lobby. In this non-limiting exampleembodiment, the server 10 performs lobby matching-up such that apredetermined upper limit (here, eight) (also referred to as a “lobbyentry capacity”) is put on the number of the terminal apparatuses ofplayers who are present in a lobby. That is, lobby matching-up isperformed such that a new player does not enter a lobby in which thenumber of the terminal apparatuses of players who are already in thelobby has reached the lobby entry capacity. Although described in detailbelow, in this non-limiting example embodiment, two players can enter alobby using a single terminal apparatus. Therefore, the maximum numberof players who can enter a lobby is 16. Thus, in this non-limitingexample embodiment, the server 10 puts a limit on the number of theterminal apparatuses of players who are present in a lobby.Alternatively, in another non-limiting example embodiment, the server 10may put a limit on the number of players who are present in a lobby.

Further, any suitable method may be used to cause a player who ispresent in a lobby to exit the lobby. For example, the terminalapparatus 1 of a player who exits a lobby sends a request for an exitfrom the lobby (also referred to as a “lobby exit request”) containingthe player identification information of the player to the server 10.The server 10, when receiving the lobby exit request, updates the lobbysetting information so as to remove the player identificationinformation of the player who exits the lobby. The server 10 also sendsa lobby exit notification containing the player identificationinformation of the player who exits the lobby to the terminal apparatusof each player who is present in the lobby. It should be noted that theterminal apparatus 1 of a player who exits a lobby may send a lobby exitrequest to another terminal apparatus (e.g., a master terminal apparatusdescribed below). In this case, the other terminal apparatus sends alobby exit request containing the player identification information ofthe player who exits the lobby to the server 10.

It should be noted that, in this non-limiting example embodiment, anysuitable methods may be used to create a lobby, and cause a player toenter or exit a lobby. Any other methods different from the abovemethods may be used (conventional methods may be used). For example, inanother non-limiting example embodiment, a terminal apparatus may send alobby entry request containing a condition related to a lobby that aplayer desires to enter to the server 10. In this case, a lobby thatsatisfies the condition may be determined as a lobby that the player isto enter (e.g., see “(4-1. Non-limiting Example Variation of Setting ofLobby)” described below). Further, for example, in another non-limitingexample embodiment, processes related to creation of a lobby, managementof entry into and exit from a lobby, and lobby matching-up may beperformed by a terminal apparatus instead of the server 10 (see, forexample, FIG. 26).

(2-2. Game that Can be Played from Lobby)

FIG. 12 is a diagram showing a non-limiting example game group that canbe played by a player in a lobby (or a game group that can be playedfrom a lobby). As shown in FIG. 12, in this non-limiting exampleembodiment, a plurality of games are prepared that can be played by aplayer in a lobby. It should be noted that, in this non-limiting exampleembodiment, the prepared games are each a multiplayer game. In thenon-limiting example of FIG. 12, a game G1 is a fighting game in whichthe number of participant players is two (e.g., a game in which playercharacters fight against each other). A game G2 is a game in which thenumber of participant players is two, and players fight against an enemyin corporation with each other (e.g., a game in which player charactersfight against an enemy character in corporation with each other). A gameG3 is a game in which the number of participant players is three, andplayers contend for points (e.g., a mini-game in which players shoot atarget to get points). Thus, in this non-limiting example embodiment, aplurality of games (or a game group) having different numbers ofparticipant players are prepared as a game that can be played from alobby. Although described in detail below, in this non-limiting exampleembodiment, a game is selected from the game group, and players who areto participate in the game are selected from those in a lobby.

It should be noted that FIG. 12 shows a game in which the number ofparticipant players is two or three. Alternatively, a game group thatcan be played by players in a lobby may include a game in which thenumber of participant players is four or more. Further, the game groupmay include a game that ranges in the number of participant players(e.g., a game that ranges in the number of participant players from twoto four). It should be noted that the number of participant players ineach game included in the game group is set to a value smaller than thenumber of players who are allowed to enter a lobby. The game groupincludes any suitable types (or categories) of games. The game group mayinclude different types of games, or only games of the same type.

In this non-limiting example embodiment, among game programs stored in astorage section (e.g., the flash memory 84 or a storage medium insertedin the first slot 23) accessible by a terminal apparatus, are programsfor executing game processes for the game group (and a game process fora single-player game described below). When a game included in the gamegroup is performed, a terminal apparatus 1 executes this program.

(2-3. Determination of Game Played from Lobby)

Next, a game played from a lobby, and a process of selecting (ordetermining) a player who is to participate in the game (referred to asa “game selection process”), will be described. In this non-limitingexample embodiment, one of the terminal apparatuses of players who arepresent in a lobby is set as a master terminal apparatus. In thisnon-limiting example embodiment, the master terminal apparatus executesthe game selection process. It should be noted that any suitable methodmay be used to set a master terminal apparatus. In this non-limitingexample embodiment, it is assumed that a terminal apparatus that hasperformed the above lobby creation request (e.g., the terminal apparatus1 a shown in FIG. 11) is set as a master terminal apparatus. That is, aterminal apparatus that has performed the lobby creation request,subsequently serves as a master terminal apparatus and executes a lobbyprocess.

It should be noted that when the player of a master terminal apparatusexits a lobby, one of the terminal apparatuses (referred to as “slaveterminal apparatuses”) other than the master terminal apparatus is setas a new master terminal apparatus. Any suitable method may be used toset a new master terminal apparatus. For example, a new master terminalapparatus may be set based on the order in which the players of terminalapparatuses have entered a lobby.

A non-limiting specific example in which the game selection process isexecuted for a predetermined lobby will now be described with referenceto FIGS. 13-17. FIGS. 13-17 are a diagram showing non-limiting examplestates of players present in a lobby. A player present in a lobby may beeither playing a game or ready to play a game, i.e., not playing a game.

FIG. 13 shows a state (a) in which a player P2 has newly entered a lobbyset by a player P1. In this non-limiting example embodiment, the masterterminal apparatus determines a game that is to be started (andparticipant players) in the game selection process based on the numberof players who are ready to play of all players who are present in alobby. Specifically, in the state (a), two players are ready to play,and therefore, the master terminal apparatus selects a game in which thenumber of participant players is two from a prepared game group (seeFIG. 12). The master terminal apparatus also selects the two players P1and P2, who are ready to play, as participant players in the selectedgame. Although a game selection method (i.e., a method for selecting agame that is to be started from a game group) in the game selectionprocess is described in detail below, each game is selected from a gamegroup in an unbiased manner, in this non-limiting example embodiment.Participant players are also selected such that each player is matchedup with another player in an unbiased manner.

After a game and participant players have been thus selected by the gameselection process, a game process for the game is started in each of theterminal apparatuses of the participant players. FIG. 13 also shows astate (b) in which the game G1 is being played by the participantplayers P1 and P2.

FIG. 14 shows a state (c) in which, after the state (b), new players P3and P4 have entered the lobby while the game G1 is being played. In thestate (c), the two players P3 and P4 are ready to play. Therefore, themaster terminal apparatus selects a game in which the number ofparticipant players is two from the prepared game group. Here, it isassumed that the game G2, which is different from the game G1, isselected, and the players P3 and P4, who are ready to play, are selectedas a participant player in the selected game G2. As a result, in each ofthe terminal apparatuses of the players P3 and P4, a game process forthe game G2 starts to be executed. FIG. 14 also shows a state (d) inwhich the game G1 is being played by the participant players P1 and P2,and the game G2 is being played by the participant players P3 and P4.Thus, in this non-limiting example embodiment, matching-up is performedfor one game while another game is being played in a single lobby, anddifferent games may be simultaneously played (in other words, gameprocesses for different games are executed in different terminalapparatuses).

FIG. 15 shows a state (e1) in which, after the state (d), a new playerP5 has entered the lobby, and the game G1 has been ended. It should benoted that, in this non-limiting example embodiment, a game is endedunder any suitable condition. For example, in the case of a fightinggame, the game is ended when one player character beats the other, whenthe time limit of the game expires, or the like. For example, in thecase of a game in which players fight against an enemy in corporationwith each other, the game is ended when all player characters arebeaten, when the enemy is beaten, when the time limit of the gameexpires, or the like. For example, in the case of a game in whichplayers contend for points, the game is ended when the number of points(score) acquired by any player character reaches a predetermined score,when the time limit of the game expires, or the like.

In this non-limiting example embodiment, when a game is ended, themaster terminal apparatus maintains the lobby entry state of each playerwho has been playing the game, and allows the players to be ready toplay in the lobby (apparently, it can be said that the players havereentered the lobby). Therefore, it is not necessary for a player tosend an instruction to allow the player to enter the lobby (i.e., aninstruction to send a lobby entry request) again after the end of agame, and therefore, the player's time and effort can be removed.

In the state (e1), the three players P1, P2, and P5 are ready to play.Therefore, the master terminal apparatus selects a game in which thenumber of participant players is three from the prepared game group.Here, the game G3, in which the number of participant players is three,is selected, and the three players P1, P2, and P5, who are ready toplay, are selected as participant players in the selected game G3. As aresult, a game process for the game G3 starts to be executed in each ofthe terminal apparatuses of the players P1, P2, and P5. FIG. 15 alsoshows a state (f) in which the game G2 is being played by theparticipant players P3 and P4, and the game G3 is being played by theparticipant players P1, P2, and P5.

As described above, in this non-limiting example embodiment, a masterterminal apparatus selects, from the game group, a game based on thenumber of players who are ready to play, automatically (i.e., without aplayer designating a game), and selects, from the players who are readyto play, participant players in the selected game, automatically (i.e.,without a player designating participant players). For example, in thestate (a), there are two players who are ready to play, and therefore, agame in which the number of participant players is two is selected. Inthe state (e1), there are three players who are ready to play, andtherefore, a game in which the number of participant players is three isselected. Thus, in this non-limiting example embodiment, a game isselected the number of participant players of which corresponds to thenumber of players who are ready to play. As a result, a situation can bereduced in which players need to wait for a game to start until a fixednumber of participant players required for the game are ready to play,and the waiting time imposed on players can be reduced.

(Determination of Game that is Nearly Finished)

Meanwhile, FIG. 16 shows a state (e2) in which, after the state (d), anew player P5 has entered the lobby, the game G1 has been ended, and thegame G2 is nearly finished. The state (e2) is different from the state(e1) in that the game G2 is nearly finished. Here, examples of a statein which a game is nearly finished include:

-   -   a state in which one of player characters has a physical        strength smaller than a predetermined value;    -   a state in which the remaining time until the end of the time        limit of the game is a predetermined time or less; and    -   a state in which one of player characters has a score greater        than a predetermined value.

Although described in detail below, in this non-limiting exampleembodiment, a master terminal apparatus determines whether or not a gameis nearly finished, based on a situation in the game (e.g., the physicalstrength, remaining time, score, etc., of each player character). In thecase of the state (e2), the master terminal apparatus determines thatthe game G2 is nearly finished.

When, as in the state (e2), it has been determined that a game is nearlyfinished, the master terminal apparatus waits to execute the gameselection process unlike the state (e1). After the end of the game thatit has been determined is nearly finished, the master terminal apparatusexecutes the game selection process. Specifically, when the game G2 endsafter the state (e2), the players P1-P5 are ready to play. Therefore,the master terminal apparatus selects a game and players based on thenumber of players who are ready to play. Here, the master terminalapparatus selects a game G4 in which the number of participant playersis two, and selects the players P1 and P3 as participant players in thegame G4. In addition, the master terminal apparatus selects a game G5 inwhich the number of participant players is three, and selects playersP2, P4, and P5 as participant players in the game G5. As a result, agame process for the game G4 starts to be executed in each of theterminal apparatuses of the players P1 and P3, and a game process forthe game G5 starts to be executed in each of the terminal apparatuses ofthe players P2, P4, and P5. FIG. 15 shows a state (f2) in which the gameG4 is being played by the participant players P1 and P3, and the game G5is being played by the participant players P2, P4, and P5.

As described above, in this non-limiting example embodiment, when amaster terminal apparatus has determined that there is a game which isnearly finished, the master terminal apparatus does not select a newgame until the end of the game that it has been determined is nearlyfinished, i.e., selects a new game after the end of the game which ithas been determined is nearly finished. Here, it can be seen that, inthe state (f2), a player can play a game with another player who thatplayer has not ever played with, i.e., can play games with more otherplayers, compared to state (f1). Thus, in this non-limiting exampleembodiment, after the end of a game which it has been determined isnearly finished, a new game is selected, and therefore, more variety canbe added to the selection of a game and participant players, and morepreferable selection can be thereby performed.

FIG. 17 is a diagram showing a non-limiting example state in which apair of players is present in a lobby. As described above, in thisnon-limiting example embodiment, a single terminal apparatus can be usedby two players, and the two players who use the single terminalapparatus can be present in a single lobby. In this non-limiting exampleembodiment, a master terminal apparatus deals with two players who arepresent in a single lobby and use a single terminal apparatus, as a“pair of players.” For a pair of players, the game selection process isexecuted as follows.

In this non-limiting example embodiment, a master terminal apparatus candetermine a game and participant players so that both of a pair ofplayers participate in a single game, for example, as in a state (g1)shown in FIG. 17. In the state (g1) of FIG. 17, a game G6 is beingplayed by the participant players P1 and P3 and a pair of participantplayers P6 and P7, and the game G5 is being played by the participantplayers P2, P4, and P5.

Alternatively, a master terminal apparatus can determine a game andparticipant players so that one of a pair of players participates in thegame, for example, as in a state (g2) shown in FIG. 17. In the state(g2) of FIG. 17, a game G7 is being played by the participant players P1and P3 and a participant one (P6) of the pair of players P6 and P7, andthe game G5 is being played by the participant players P2, P4, and P5.It should be noted that when a game and participant players aredetermined such that one of a pair of players participates in the game,a master terminal apparatus determines participant players such that apair of players participate in games with substantially equalfrequencies. For example, in the above case, a master terminal apparatusdetermines participant players such that a pair of players alternatelyparticipate in a game.

A master terminal apparatus does not determine a game and participantplayers such that while one of a pair of players participates in onegame, the other player participates in another game. For example, in thestate (g2), the game selection process is not executed so that theplayer P7 participates in a game different from the game G7. As aresult, a situation can be avoided in which two different game processesare simultaneously executed in a single terminal apparatus, andtherefore, a processing load on the terminal apparatus can be reduced.

(2-4. Non-limiting Example Displayed Lobby Images)

Next, lobby images displayed on the display 12 of a terminal apparatus 1will be described with reference to FIGS. 18-21. A lobby image shows astate of a lobby. Specifically, a lobby image shows a player who ispresent in a lobby, and a state of the player. In this non-limitingexample embodiment, when a player is ready to play, a lobby image isdisplayed on the terminal apparatus of the player. It should be notedthat when a player is playing a game (except for a case where a game fora single participant is being played, which is described below), a gameimage is displayed on the terminal apparatus of the player.

FIG. 18 is a diagram showing a non-limiting example lobby image. Itshould be noted that FIG. 18 shows a lobby image displayed in the caseof the state (e1) of FIG. 15. As shown in FIG. 18, the lobby imagecontains player icons 141-145 and a game icon 132.

A player icon is an image showing a player who is present in a lobby. Aplayer icon is generated and displayed for each player who is present ina lobby. That is, in the non-limiting example of FIG. 18, the fiveplayer icons 141-145, which are contained in the lobby image, indicatethe five players P1-P5, respectively. In this non-limiting exampleembodiment, a player icon contains an image indicating the name of aplayer (e.g., “P1” in FIG. 18). A player icon also contains an imageindicating a player character operated by a player (i.e., an imageindicating the face of the character). A player icon may be any suitableimage with which a player can be identified. For example, in anothernon-limiting example embodiment, a player icon may contain an imageindicating an avatar of a player.

A game icon is an image showing a game that is being played from a lobby(in other words, for which a game process is being executed). In thenon-limiting example of FIG. 18, the game G2 is being played, andtherefore, a lobby image contains the game icon 132 indicating the gameG2. It should be noted that a game icon is generated and displayed foreach game that is being played from a lobby (see FIG. 19).

In this non-limiting example embodiment, as shown in FIG. 18, the playericon of a player who is participating in a game (in FIG. 18, the playericons 143 and 144) is displayed in association with a game icon of thegame (in FIG. 18, the game icon 132). Specifically, the player icon of aplayer who is participating in a game is in contact with (or integratedwith) the game icon of the game. It should be noted that a player iconand a game icon are displayed in association with each other in anysuitable display form. For example, in another non-limiting exampleembodiment, a game icon may be connected with a player icon associatedwith the game icon by a line.

Meanwhile, as shown in FIG. 18, the player icon of a player who is readyto play (in FIG. 18, the player icons 141, 142, and 145) are notassociated with a game icon.

As described above, in this non-limiting example embodiment, when a gameis executed from a lobby, a lobby image contains an image in which thegame icon 132 of a game that is being played is associated with theplayer icons 143 and 144 of participant players in the game that isbeing played, and the player icons 141, 142, and 145 of players that areready to play. This allows a terminal apparatus to indicate a game thatis being played from a lobby, players participating in the game, andplayers who are ready to play in the lobby, using a lobby image, in apresentation manner that is easily understood by a player.

As shown in FIG. 18, when a game is being played from a lobby, a lobbyimage contains game state images 153 and 154. A game state imageindicates a state of a game related to a player who is playing the game.In the non-limiting example of FIG. 18, the game state images 153 and154 are a gauge image indicating the physical strength of a playercharacter that is operated by a player in a game. It should be notedthat a game state image may specifically indicate any suitable specificcontent of a game state. A game state image may indicate either a stateof a player character (e.g., the physical strength, acquired score,etc., of the player character), or the remaining time in a game. Asdescribed below, a game state image may indicate different game statesin different games (see FIG. 19).

A game state image is also displayed in association with the player iconof a player who is playing a game. In the non-limiting example of FIG.18, the game state image 153 indicating a game state related to theplayer P3 is displayed in association with the player icon 143 of theplayer P3, and the game state image 154 indicating a game state relatedto the player P4 is displayed in association with the player icon 144 ofthe player P4. It should be noted that, in this non-limiting exampleembodiment, the association between a player icon and a game stateimage, if any, is indicated by the player icon and the game state imagebeing located close to each other. It should be noted that a player iconand a game state image may be associated with each other in any suitabledisplaying manner.

As described above, in this non-limiting example embodiment, a lobbyimage contains at least information about a participant player in a gamethat is being played (e.g., information indicated by a player icon) andinformation about a state of the game (e.g., information indicated by agame state image). As a result, other players who are not playing a game(i.e., players of terminal apparatuses on which the lobby image isdisplayed) can be notified of a state of the game that is being played.

It should be noted that, in another non-limiting example embodiment, the“information about a state of a game” is not limited to informationindicated by a game state image, and may be information indicated byother images. For example, in another non-limiting example embodiment, aterminal apparatus may present information about a state of a game to aplayer using a player icon. Specifically, a terminal apparatus maychange a display form of a player icon corresponding to a playercharacter, depending on a state of the player character in a game. Forexample, when a player character is attacked, a terminal apparatus maycause a displayed player icon corresponding to the player character toshake, or may change the color of the displayed player icon, dependingon the physical strength of the player character.

FIG. 19 is a diagram showing a non-limiting example lobby image that isdisplayed when a game is newly started. It should be noted that FIG. 19shows a non-limiting example lobby image that is displayed when thestate (e1) is changed to the state (f1), i.e., the game G3 is started bythe players P1, P2, and P5.

In the state (e1), when it has been determined that the game G3 is to benewly to started, a terminal apparatus (here, the terminal apparatusesof the players P1, P2, and P5) generates and displays a lobby imagecontaining a game icon 133 indicating the game G3 ((a) in FIG. 19).Next, the terminal apparatus generates and displays, as a lobby image, amoving image (or an animation) in which the player icons 141, 142, and145 of the players P1, P2, and P5 move toward the game icon 133 of thegame G3.

Further, the terminal apparatus generates and displays a lobby image inwhich each of the player icons 141, 142, and 145 is associated with thegame icon 133 of the game G3 ((b) in FIG. 19). In this case, game stateimages 151, 152, and 155 are displayed in association with the playericons 141, 142, and 145, respectively. It should be noted that, in thisnon-limiting example embodiment, a player character wins the game G3 ifthe player character gets a predetermined number of points. Therefore,the game state images 151, 152, and 155 each indicate the current scoreof a corresponding player character (each score is “0” because thecurrent time is before the start of the game in FIG. 19).

It should be noted that after the lobby image in part (b) of FIG. 19 isdisplayed, the lobby image is changed to a game image of the game G3,and a game process for the game G3 is started, in the terminalapparatuses of the players P1, P2, and P5.

As described above, in this non-limiting example embodiment, when a gameand participant players are selected, a terminal apparatus generates animage (or a moving image) in which player icons indicating selectedparticipant players are associated with a game icon indicating theselected game (FIG. 19). As a result, a player who views a lobby imagecan easily recognize a game that is to be next started, and players whoare to participate in the game.

FIG. 20 is a diagram showing a non-limiting example lobby image that isdisplayed when a pair of players are present in a lobby. In thisnon-limiting example embodiment, the player icons of a pair of playersare displayed in association with each other. Specifically, as shown inFIG. 20, player icons 146 and 147 indicating the pair of players P6 andP7 are displayed in an integrated form. It should be noted that theplayer icons of a pair of players may be displayed in association witheach other in any suitable method. Furthermore, in this non-limitingexample embodiment, the player icons of a pair of players are movedwhile being maintained in the integrated form.

As described above, in this non-limiting example embodiment, a terminalapparatus generates an image in which the player icons of a plurality ofplayers (i.e., a pair of players) who operate a single terminalapparatus are associated with each other. As a result, a player whoviews such a lobby image can easily recognize whether or not players area pair of players. It should be noted that, in this non-limiting exampleembodiment, different methods for selecting a game are used in the gameselection process, depending on whether or not a pair of players areamong players who are ready to play (step S14 described below).Therefore, it is advantageous to allow each player to recognize whetheror not players are a pair of players.

Part (a) of FIG. 20 shows a non-limiting example lobby image that isdisplayed when both of a pair of players are participating in a game. Asshown in part (a) of FIG. 20, the player icons 146 and 147 of the pairof players are displayed in association with a game icon 136 indicatinga game that is being played by the players, like the player icon of aplayer who is not a pair of players. Here, when both of the pair ofplayers are participating in the game, both of the player icons 146 and147 are displayed in the same display form as shown in part (a) of FIG.20. In addition, game state images 156 and 157 are displayed inassociation with the player icons 146 and 147, respectively.

Part (b) of FIG. 20 shows a non-limiting example lobby image that isdisplayed when only one of a pair of players is participating in a game.In this non-limiting example, as in the case where both of a pair ofplayers are participating in a game, the player icons 146 and 147 of thepair of players are displayed in association with the game icon 136 ofthe game that are being played by a player. Here, when only one of apair of players is participating in a game, the player icons of the pairof players are displayed in a display form that allows the participantone in the game to be identified. Specifically, the player icon 146 ofthe player who is participating in the game, and the player icon 147 ofthe player who is not participating in the game, are displayed indifferent display forms (in different colors in part (b) of FIG. 20; inpart (b) of FIG. 20, a different color is represented by hatching). Agame state image 156 is also displayed in association with the playericon 146 of the player who is participating in the game, and no gamestate image is displayed in association with the player icon 147 of theplayer who is not participating in the game.

As described above, in this non-limiting example embodiment, the playericons of a pair of players are displayed in different display forms,depending on whether one or both of the pair of players areparticipating in a game. This allows a player who views such a lobbyimage to easily recognize which of a pair of players is participating ina game.

It should be noted that, as shown in FIG. 20, even when a singleterminal apparatus is used by a pair of players (as in the case where aterminal apparatus is used by a single player), the terminal apparatusdisplays, on the display 12, a single lobby image without dividing thescreen area of the display 12.

(Single-Player Game)

As described above, in this non-limiting example embodiment, amultiplayer game is selected by the game selection process. Here, inthis non-limiting example embodiment, a terminal apparatus provides asingle-player game which can be played by a player who is ready to play,in addition to a multiplayer game group that is to be selected by thegame selection process. That is, a terminal apparatus executes a gameprocess for a single-player game according to an instruction from aplayer who is ready to play. A single-player game will now be described.

In this non-limiting example embodiment, when a lobby image is beingdisplayed on the display 12 of a terminal apparatus (i.e., the playerthereof is ready to play), the terminal apparatus allows the player toinput an instruction to start a single-player game. For example, a lobbyimage may contain a button image indicating an instruction to start asingle-player game. In this case, the terminal apparatus may start agame process for a single-player game in response to selection of thebutton image by the player. Thus, in this non-limiting exampleembodiment, when a player is ready to play in a lobby, the player canplay a single-player game if desired, and therefore, the player is lesslikely to feel bored while being ready to play, i.e., during a waitingtime.

In this non-limiting example embodiment, a single-player game is endedwhen a player who is playing the game issues an instruction to end thegame. The terminal apparatus ends a single-player game according to aninstruction to end, and thereafter, displays a lobby image on thedisplay 12.

FIG. 21 is a diagram showing a non-limiting example game image of asingle-player game. FIG. 21 shows a game image of a single-player gamein which a player character 161 shoots a target 162. It should be notedthat the content of a single-player game is not particularly limited,and a plurality of single-player games may be prepared.

As shown in FIG. 21, when a single-player game is being played, theplayer icons 141-145 and the game icons 131 and 132 (may be regarded asa “lobby image”) are displayed in addition to a game image of thesingle-player game. Therefore, in this non-limiting example embodiment,a player can know a state of a lobby while playing a single-player game.For example, a player who is playing a single-player game can know astate of a lobby from a lobby image, and end the single-player game,depending on the state of the lobby.

It should be noted that a player who is playing a single-player game ismanaged as a player who is ready to play. That is, when a player isplaying a single-player game, then if a lobby image is displayed on theterminal apparatus of another player, a player icon of the player who isplaying a single-player game indicates, in the lobby image, that thatplayer is ready to play (in other words, that player is not playing agame). It should be noted that, in another non-limiting exampleembodiment, a terminal apparatus may display a player icon indicatingthat the player is playing a single-player game.

Furthermore, in this non-limiting example embodiment, not only ended isa single-player game according to an instruction to end thesingle-player game that is issued by a player who is playing the game,but also a single-player game is ended when a game in which the playeris to participate is newly selected by the game selection process. Itshould be noted that, in this case, the terminal apparatus ends a gameprocess for the single-player game even when the player does not issuean instruction to end the game. Therefore, in this non-limiting exampleembodiment, a player is matched up in a game even when the player isplaying a single-player game. It should be noted that, in anothernon-limiting example embodiment, a terminal apparatus may send anotification to a player before the player ends a single-player game. Inthis case, a terminal apparatus may prompt a player to issue aninstruction to end a single-player game, and when the player issues aninstruction to end the single-player game, the single-player game may beended.

It should be noted that, as described above, in this non-limitingexample embodiment, a player can know a state of a lobby while playing asingle-player game (FIG. 21). For example, when the game selectionprocess has newly selected a game in which a player who is playing asingle-player game is to participate, a moving image in which a gameicon of the game appears, and a player icon of the player is associatedwith the game icon, is displayed together with a game image of thesingle-player game. Therefore, the player can know that thesingle-player game will end soon even in the case where thesingle-player game is forced to end (i.e., the single-player game isended without an instruction to end the game), based on the movement ofthe player icon.

[3. Specific Non-Limiting Example Processes in Terminal Apparatuses]

(3-1. Process in Master Terminal Apparatus)

A specific non-limiting example information process that is executed bya terminal apparatus serving as a master terminal apparatus will bedescribed with reference to FIGS. 22-24. FIG. 22 is a diagram showingnon-limiting example information that is used in a process performed ina master terminal apparatus. The information of FIG. 22 is stored in astorage section (e.g., the DRAM 85) of a master terminal apparatus.

As shown in FIG. 22, a master terminal apparatus stores lobbyinformation. The lobby information indicates a state of a lobby (e.g., aplayer(s) who is present in the lobby, a state of the player, a game(s)that is being played from the lobby, and/or a player(s) who isparticipating in the game, etc.). In this non-limiting exampleembodiment, the lobby information contains player information, stateinformation, and history information of a player who is present in alobby. The player information, the state information, and the historyinformation are stored in association with each other for each player.The lobby information may be considered group information indicating agroup of players who can play a plurality of games, like the lobbysetting information stored in the server 10.

The player information, which can be used to identify a player,indicates the above player identification information, for example. Thestate information indicates a state of a player, particularly whether aplayer is ready to play or is playing a game, and what game is beingplayed if the player is playing any game. The history informationindicates a history related to game plays of a player. In thisnon-limiting example embodiment, the history information containsinformation indicating games that have been played by a player presentin a lobby (including the order in which the games have been played),and information indicating another player(s) who has participated in thegames. Although described in detail below, the history information isused to select a game that is to be started, in the game selectionprocess.

FIG. 23 is a diagram showing a specific non-limiting example piece oflobby information. It should be noted that FIG. 23 shows a non-limitingexample piece of lobby information indicating the state (e1). In FIG.23, the lobby information contains player information indicating theplayer P1, state information indicating that the player P1 is ready toplay, and history information indicating a history in which the playerP1 has played the game G1 together with the player P2. The lobbyinformation also contains player information indicating the player P2,state information indicating that the player P2 is ready to play, andhistory information indicating a history in which the player P2 hasplayed the game G1 together with the player P1. For the players P3 andP4, the lobby information contains state information indicating thateach player is playing the game G2, and history information indicatingthat each player has no play records in their history. For the playerP5, the lobby information contains state information indicating that theplayer is ready to play, and history information indicating that theplayer has no play records in their history. A master terminal apparatuscan manage a state of a lobby using lobby information.

As shown in FIG. 22, a master terminal apparatus stores game stateinformation. The game state information indicates a state related to agame that is being played from a lobby. For example, the game stateinformation indicates the physical strength of a player character,points (score) that have been acquired by the player character, and/orthe remaining time of a game. The game state information is stored foreach game and may contain different items of information for differentgames. A master terminal apparatus receives state notificationinformation from a game management terminal of slave terminalapparatuses, and updates the game state information based on thereceived state notification information. Although described in detailbelow, the game management terminal is a terminal apparatus that managesthe progress of a multiplayer game performed in each terminal apparatus.The state notification information contains information indicating astate of a game, such as the physical strength of a player character,points that have been acquired by the player character, and/or theremaining time of the game. Although described in detail below, the gamestate information is used to generate a game state image contained in alobby image, for example. It should be noted that the game stateinformation is removed when a corresponding game is ended.

FIG. 24 is a flowchart showing a non-limiting example flow of a processperformed by a master terminal apparatus (hereinafter referred to as a“master terminal process”). It should be noted that a series of stepsshown in FIG. 24 is started in response to reception of the above lobbycreation notification (step S2) from the server 10 (step S3).

Although, in this non-limiting example embodiment, it is assumed thatthe CPU 81 included in a terminal apparatus 1 executes the steps of FIG.24 (or FIG. 25), a portion of the steps of the flowchart may be executedby a processor other than a CPU or a dedicated circuit. Furthermore, thesteps of the flowchart of FIG. 24 are merely for illustrative purposes.Some or all of the steps may be performed in other orders, and othersteps may be added or substituted, provided that similar effects areobtained (this is also true for a flowchart shown in FIG. 25).

In the master terminal process, the CPU 81 initially receivesinformation from other apparatuses in step S11. That is, the CPU 81receives information from the server 10 and another terminal apparatus(i.e., the terminal apparatus of another player who is present in thesame lobby) through the network communication section 82. For example,the CPU 81 receives the above lobby entry notification from the server10. When a game is being played from the lobby, the CPU 81 receives thestate notification information from a game management terminal describedbelow, and if its own master terminal apparatus is executing a gameprocess, receives information about a game process from another terminalapparatus that is executing the same game. After step S11, controlproceeds to step S12.

In step S12, the CPU 81 updates the lobby information and the game stateinformation stored in the storage section. The lobby information isupdated based on the information received in step S11, for example. Thatis, when receiving a lobby entry notification from the server 10, theCPU 81 updates the lobby information so that the player information,state information, and history information of a player who has newlyentered the lobby are added to the lobby information. When receiving thestate notification information from the game management terminal, thenif the contents of the state information and history information need tobe changed (e.g., the state notification information containsinformation indicating the end of a game), the CPU 81 updates the lobbyinformation so that these items of information are changed. It should benoted that, as described above, even when receiving the statenotification information containing information indicating the end of agame, the CPU 81 maintains the state in which each player who has beenplaying the game is present in the lobby, and updates the lobbyinformation so that each player is ready to play in the lobby. Inaddition, when the contents of the state information and historyinformation need to be changed due to a game process that is beingexecuted by the master terminal apparatus, the CPU 81 updates the lobbyinformation so that these items of information are changed.

The game state information is updated based on the information receivedin step S11, for example. That is, when receiving the state notificationinformation from the game management terminal, the CPU 81 updates thegame state information based on the state notification information ifnecessary. In addition, when the content of the game state informationneeds to be changed due to a game process that is being executed by themaster terminal apparatus, the CPU 81 updates the game stateinformation. After step S12, control proceeds to step S13.

In step S13, the CPU 81 determines whether or not there is a game thatis being played and is nearly finished. In this non-limiting exampleembodiment, the determination in step S13 is performed based on the gamestate information (e.g., the physical strength of a player character,points that have been acquired by the player character, and/or theremaining time of the game) stored in the storage section. That is, theCPU 81 determines, based on the game state information, whether or notthere is a game that is “near the end” as defined in the above section“(Determination of Game that Is Nearly Finished).” If the determinationresult of step S13 is negative, control proceeds to step S14. Otherwise,steps S14 and S15 are skipped, and control proceeds to step S16described below. That is, when there is a game that is nearly finished,the game selection process (step S14) is skipped.

In step S14, the CPU 81 executes the above game selection process. Thatis, the CPU 81 determines a game that is to be next started, andparticipant players in the game, based on the number of players who areready to play in the lobby.

In this non-limiting example embodiment, the CPU 81 determines a gameand participant players according to the following criteria:

-   -   a game is less likely to be selected if one player remains ready        to play when that game is selected (e.g., when five players are        ready to play, a game in which the number of participant players        is four is less likely to be selected);    -   a game and participant players are more likely to be selected if        the players have not recently played that game together;    -   a game is more likely to be selected if the game has not        recently been played by players;    -   a game is less likely to be selected if the game is similar to a        game that has recently been played (e.g., similar in rules); and    -   a game is more likely to be selected if the game allows a pair        of players to participate therein, when there is a pair of        players who are ready to play.

In this non-limiting example embodiment, the CPU 81 checks the criteriabased on the history information contained in the lobby information. Itshould be noted that the CPU 81 may partly randomly select a game andparticipant players in the game selection process. That is, the CPU 81may use the criteria and random numbers to select a game and participantplayers.

As described above, in this non-limiting example embodiment, a masterterminal apparatus selects a game based on a history of games that havebeen played by a plurality of players who are present in a lobby. Thisallows for selection of a game that is more preferable to players. Forexample, the possibility that the same game is repeatedly selected andtherefore players lose interest in the game can be reduced. In addition,for example, a group of games prepared in a lobby can be provided toplayers in an unbiased manner.

It should be noted that when, in step S14, the CPU 81 has determinedthat there is not a suitable game that is to be selected, according tothe criteria, the CPU 81 may not select a game (and participant players)and may end step S14. In this case, after the end of any current game, agame and participant players are selected. This can reduce thepossibility that an unsuitable combination of a game and participantplayers is selected.

It should be noted that the CPU 81 may determine whether or not it isnecessary to wait for a long time until the end of any current game. Ifthe determination result is positive (even if it has been determinedthat there is not a suitable game to be selected), a game andparticipant players may be selected in step S14. Otherwise (and if ithas been determined that there is not a suitable game to be selected), agame and participant players may not be selected in step S14. It shouldbe noted that the determination of whether or not it is necessary towait for a long time until the end of any current game can be performedbased on the game state information, as with the determination ofwhether or not there is a game that is nearly finished (step S13). Asdescribed above, the criteria checked in the game selection process maybe changed, depending on the result of the determination of whether ornot it is necessary to wait for a long time until the end of any currentgame (or depending on the waiting time).

It should be noted that if, in step S14, the number of players who areready to play is zero or one, the CPU 81 does not perform thedetermination of a game and participant players. In this case, controlproceeds to step S16 without execution of step S14 or S15.

If, in step S14, a game and participant players have been determined,the CPU 81 updates the lobby information stored in the storage sectionwith the determination result. After step S14, control proceeds to stepS15.

In step S15, the CPU 81 sets a game management terminal that is involvedwith the game determined in step S14. As described above, the gamemanagement terminal is a terminal apparatus that manages the progress ofa multiplayer game performed in each terminal apparatus. For example,the game management terminal manages (or stores) data that is used inthe progress of a game. It should be noted that the data is used in agame process in each terminal apparatus, such as the remaining time, thephysical strength of each player character, and points that have beenacquired by each player character, etc. Each terminal apparatus thatplays a game executes a game process based on the data managed by thegame management terminal. It should be noted that if a game has not beendetermined in step S14, a game management terminal is not set in stepS15.

In this non-limiting example embodiment, one of the terminal apparatusesof players who it has been determined in step S14 are to participate inthe game is selected as a game management terminal. Here, if the playerof the master terminal apparatus is not participating in the gamedetermined in step S14, the CPU 81 sets one of the terminal apparatusesof players who are to participate in the game, as a game managementterminal. In this case, any suitable method is used to select a gamemanagement terminal. A game management terminal may be determinedrandomly or under a predetermined condition (e.g., the order in whichplayers have entered a lobby).

It should be noted that when the player of the master terminal apparatusparticipates in the game determined in step S14, the CPU 81 may set itsown terminal apparatus (i.e., the master terminal apparatus) as a gamemanagement terminal. This allows the master terminal apparatus not toobtain the state notification information from a slave terminalapparatus, and therefore, the amount of data exchanged between theterminal apparatuses can be reduced. Furthermore, in anothernon-limiting example embodiment, even when the player of the masterterminal apparatus participates in the game determined in step S14, theCPU 81 may select one of the slave terminal apparatuses as a gamemanagement terminal. This can reduce a processing load on the masterterminal apparatus. After step S15, control proceeds to step S16.

In step S16, the CPU 81 sends various items of information to a slaveterminal apparatus. Specifically, the CPU 81 sends information that isused to generate a lobby image to the slave terminal apparatus of eachplayer who is present in the lobby. More specifically, the CPU 81 sendsthe player information and state information contained in the lobbyinformation updated in steps S12 and/or S14, and the game stateinformation updated in step S12, to each slave terminal apparatus.

If a game has been determined in step S14, the CPU 81 sends a requestfor start of the game (referred to as a “game start request”), to theslave terminal apparatus of participant players in the game. In thiscase, the CPU 81 also sends a request for operation as a game managementterminal (referred to as a “game management request”), to the slaveterminal apparatus that has been set as a game management terminal instep S15, together with the game start request. After step S16, controlproceeds to step S17.

In step S17, the CPU 81 determines whether or not the game is to bestarted in its own terminal apparatus (i.e., the master terminalapparatus). The determination in step S17 is performed by, for example,the CPU 81 determining whether or not the player of its own terminalapparatus is among the participant players determined in step S14. Ifthe determination result of step S17 is positive, control proceeds tostep S18. Otherwise, step S18 is skipped, and control proceeds to stepS19.

In step S18, the CPU 81 starts a game process for the game determined instep S14. That is, the CPU 81 reads a program for executing a gameprocess for the game from a storage medium inserted in the first slot23, and starts executing the program. It should be noted that, in thiscase, when the CPU 81 is executing a game process for a single-playergame, the CPU 81 ends the game process for the single-player game. Afterstep S18, control proceeds to step S19.

In step S19, the CPU 81 determines whether or not a game process isbeing executed (in other words, a game is being played) in its ownterminal apparatus. That is, the CPU 81 determines whether or not thegame process started in step S18 or a game process for a single-playergame is being executed. If the determination result of step S19 isnegative, control proceeds to step S20. Otherwise, control proceeds tostep S23 described below.

In step S20, the CPU 81 displays a lobby image on the display 12. Thatis, the CPU 81 generates a lobby image based on the lobby informationand game state information stored in the storage section, and displaysthe generated lobby image on the display 12. It should be noted that, inthis non-limiting example embodiment, when a lobby image is beingdisplayed (i.e., the player of the terminal apparatus is ready to play,and is not playing a single-player game), step S20 is executed at a rateof once per predetermined period of time (i.e., a one-frame time). Afterstep S20, control proceeds to step S21.

In step S21, the CPU 81 determines whether or not to start asingle-player game. Here, the CPU 81 identifies an operation (or aninstruction) performed by the player based on data obtained from aninput section (i.e., a touch panel and buttons) of the main bodyapparatus 2, and operation data from a controller. In step S21, the CPU81 determines whether or not the player has instructed to start asingle-player game. If the determination result of step S21 is positive,control proceeds to step S22. Otherwise, control proceeds to step S11again.

In step S22, the CPU 81 starts a game process for a single-player game.That is, the CPU 81 reads a program for executing the game process forthe single-player game from a storage medium inserted in the first slot23, and starts executing the program. After step S22, control proceedsto step S11 again.

Meanwhile, in step S23, the CPU 81 executes a game process. That is, theCPU 81 executes the game process after having started the game process(i.e., a game process for a multiplayer game) in step S18, and executesa game process for a single-player game after having started executingthe game process for the single-player game in step S22. It should benoted that, in this non-limiting example embodiment, during a period oftime in which the determination result of step S19 is positive, step S23is executed at a rate of once per predetermined period of time (i.e., aone-frame time).

It should be noted that when a game process for a multiplayer game isexecuted in step S23, a game image is generated and displayed on thedisplay 12. In this case, a lobby image is not generated or displayed.Meanwhile, when a game process for a single-player game is executed instep S23, a game image and a lobby image are generated and displayed onthe display 12 (FIG. 21). After step S23, control proceeds to step S11again.

(3-2. Process in Slave Terminal Apparatus)

FIG. 25 is a flowchart showing a non-limiting example flow of a processperformed by a slave terminal apparatus (hereinafter referred to as a“slave terminal process”). It should be noted that a series of stepsshown in FIG. 25 is started in response to reception of the above lobbyentry notification (step S6) from the server 10.

In step S31, the CPU 81 receives information from another apparatus.Step S31 is similar to step S11. It should be noted that a terminalapparatus that executes step S31 is a slave terminal apparatus.Therefore, the CPU 81 receives information that is sent from the masterterminal apparatus in step S16. In step S31, the CPU 81 does not receivethe state notification information from the game management terminal.After step S31, control proceeds to step S32.

In step S32, the CPU 81 determines whether or not to start a game in itsown terminal apparatus. The determination in step S32 is performed basedon whether or not a game start request has been received from the masterterminal apparatus in step S31. If the determination result of step S32is positive, control proceeds to step S33. Otherwise, step S33 isskipped, and control proceeds to step S34 described below.

In step S33, the CPU 81 starts a game process for a game indicated bythe game start request received in step S31. Step S33 is similar to stepS18. It should be noted that, in step S33, when a game process for asingle-player game is being executed, the CPU 81 ends the game processfor the single-player game, as in step S18. After step S33, controlproceeds to step S34.

In step S34, the CPU 81 determines whether or not a game process isbeing executed (in other words, a game is being played) in its ownterminal apparatus. That is, the CPU 81 determines whether or not thegame process that has been started in step S33 or a game process for asingle-player game is being executed. If the determination result ofstep S34 is negative, control proceeds to step S35. Otherwise, controlproceeds to step S38 described below.

In step S35, the CPU 81 displays a lobby image on the display 12. Thatis, the CPU 81 generates a lobby image base on the information (i.e.,the player information and state information contained in the lobbyinformation, and the game state information) received from the masterterminal apparatus in step S31, and displays the generated lobby imageon the display 12. It should be noted that, in this non-limiting exampleembodiment, when a lobby image is displayed (i.e., when the player ofthe terminal apparatus is ready to play, and is not playing asingle-player game), step S35 is executed at a rate of once perpredetermined period of time (i.e., a one-frame time). After step S35,control proceeds to step S36.

As described above, in this non-limiting example embodiment, informationfor generating a lobby image is sent from a master terminal apparatus toa slave terminal apparatus. That is, a master terminal apparatus sendsinformation indicating a state of a lobby to a slave terminal apparatus,which then generates a lobby image based on the information receivedfrom the master terminal apparatus. As a result, a lobby image based ona state of a lobby managed by a master terminal apparatus can bedisplayed on a slave terminal apparatus. That is, a state of a lobby canbe presented to the player of each terminal apparatus.

It should be noted that a lobby image displayed on a master terminalapparatus and a lobby image displayed on a slave terminal apparatus onlyneed to indicate a state of a lobby of the same type (e.g., a playerpresent in a lobby, and a state of the player), and do not need to beexactly identical. For example, in a lobby image displayed on a masterterminal apparatus and a lobby image displayed on a slave terminalapparatus, player icons and game icons may be displayed at differentpositions. That is, information sent from a master terminal apparatus toa slave terminal apparatus may not contain information for specifyingpositions at which player icons and game icons are displayed. This canreduce the amount of data exchanged between a master terminal apparatusand a slave terminal apparatus.

In step S36, the CPU 81 determines whether or not to start asingle-player game. Step S36 is similar to step S21. If thedetermination result of step S36 is positive, control proceeds to stepS37. Otherwise, control proceeds to step S31 again.

In step S37, the CPU 81 starts a game process for a single-player game.Step S37 is similar to step S22. After step S37, control proceeds tostep S31 again.

Meanwhile, in step S38, the CPU 81 executes a game process. Step S38 issimilar to step S23. After step S38, control proceeds to step S39.

In step S39, the CPU 81 determines whether or not its own terminalapparatus is a game management terminal. The determination in step S39can be performed by determining whether or not a game management requesthas been received together with a game start request from the masterterminal apparatus for the game for which a game process is beingexecuted in step S38. If the determination result of step S39 ispositive, control proceeds to step S40. Otherwise, control proceeds tostep S31 again.

In step S40, the CPU 81 sends state notification information to themaster terminal apparatus. That is, the CPU 81 sends informationindicating a state of the game (e.g., the physical strength of a playercharacter, points that have been acquired by the player character,and/or the remaining time of the game, etc.) obtained as a result of thegame process in step S38, as the state notification information, themaster terminal apparatus. When the CPU 81 desires to end the game forwhich a game process is being executed in step S38, the CPU 81 sends thestate notification information containing information indicating thatthe game is to be ended, to the master terminal apparatus. After stepS40, control proceeds to step S31 again.

(3-3. Changing of Master Terminal Apparatus)

Although not shown in FIGS. 24 and 25, during execution of the series ofsteps in a master terminal process or a slave terminal process, the CPU81 ends the series of steps in response to an instruction to exit alobby that is issued by a player. In this non-limiting exampleembodiment, a player can issue an instruction to exit a lobby in asituation where a lobby image is being displayed on the display 12. Forexample, a lobby image may contain a button image indicating aninstruction to exit a lobby. The CPU 81 may end the series of steps inresponse of selection of the button image by a player.

It should be noted that, as described above, when the player of a masterterminal apparatus exits a lobby, one of slave terminal apparatuses isset as a new master terminal apparatus. The master terminal apparatussends lobby information and game state information stored in the storagesection to other terminal apparatuses at a predetermined timing. As aresult, these items of information are always synchronized between theterminal apparatuses of all partipant players present in a lobby. When amaster terminal apparatus exits a lobby, one of terminals is set as anew master terminal apparatus, and the new master terminal apparatusexecutes a master terminal process (FIG. 24), instead of a slaveterminal process (FIG. 25) that has been being executed, based on themost recently obtained lobby information and game state information. Asa result, the new master terminal apparatus receives information aboutthe lobby from the master terminal apparatus that exits the lobby, andcan manage the lobby. A similar process is performed when a masterterminal apparatus is cut off the network. Furthermore, a similarprocess may be performed in a game management terminal so that aterminal apparatus newly servers as a game management terminal when theprevious game management terminal exits a lobby or is cut off thenetwork.

[4. Non-limiting Example Variations]

(4-1. Non-limiting Example Variation of Setting of Lobby)

In another non-limiting example embodiment, the server 10 may allow aplayer to designate a lobby that the player is to enter or a conditionfor entry into a lobby, and perform lobby matching-up based on thedesignated lobby or condition. In another non-limiting exampleembodiment, a terminal apparatus 1 may send, as the lobby entry request(step S4), a request for designation of a lobby that the player desiresto enter or a request for designation of a condition for entry into alobby that is desired by the player, to the server 10. For example, instep S4, an image indicating a list of lobbies set in the server 10 maybe initially displayed on the terminal apparatus 1 b. When a playerselects a lobby that the player desires to enter, the terminal apparatus1 may send a lobby entry request containing identification informationof the selected lobby to the server 10.

Alternatively, for example, a terminal apparatus 1 may receive, from theplayer, an input indicating a condition for entry into a lobby that isdesired by the player, and send a lobby entry request containing theinput condition to the server 10. The condition may be, for example,related to another player (e.g., a player registered as a friend)registered in the terminal apparatus of a player. For example, aterminal apparatus 1 may display an image indicating a list on whichother players are registered, and receive an instruction to designateone of the registered other players from the player. When the playerperforms inputting to designate another player, the terminal apparatus 1may send a lobby entry request indicating the other player (i.e., alobby entry request containing the player identification information ofthe designated other player) to the server 10. In this case, the server10 causes the player of the terminal apparatus that has sent the lobbyentry request, to enter the lobby in which the player indicated by thelobby entry request is present. It should be noted that when players areranked (e.g., based on head-to-head results in a fighting game), thecondition may be related to ranks.

In another non-limiting example embodiment, processes involved insetting of a lobby and entry into a lobby may be executed in a terminalapparatus instead of a server. FIG. 26 is a diagram showing non-limitingexample flows of a process of setting a lobby and a process of causing aplayer to enter the set lobby, in a non-limiting example variation ofthis non-limiting example embodiment. It should be noted that, in thenon-limiting example variation of FIG. 26, a lobby is set bycommunication between terminal apparatuses, and therefore, the gamesystem may not include a server.

In the non-limiting example variation of FIG. 26, initially, theterminal apparatus 1 a creates a lobby (step S41). That is, the terminalapparatus 1 a generates and stores the above lobby information in astorage section. Here, it is assumed that the terminal apparatus 1 a,which has set a lobby, is a master terminal apparatus.

After step S41, the master terminal apparatus 1 a establishescommunication with another terminal apparatus (slave terminal apparatus)1 b. In this non-limiting example variation, terminal apparatusesestablish the above local communication therebetween. It should be notedthat communication between terminal apparatuses is not limited to localcommunication, and may be established through the network 8. In thisnon-limiting example variation, the player of the slave terminalapparatus 1 b establishes communication with the master terminalapparatus 1 a by a predetermined operation before entering the lobbycreated by the master terminal apparatus 1 a. It should be noted thatcommunication between terminal apparatuses may be established by anysuitable methods including conventional methods.

When communication with the slave terminal apparatus 1 b has beenestablished (in other words, a slave terminal apparatus has establishedcommunication with the master terminal apparatus 1 a), the masterterminal apparatus 1 a sends lobby setting information to the slaveterminal apparatus 1 b (step S42). In this non-limiting examplevariation, the lobby setting information contains identificationinformation of the created lobby, and player identification informationof the player of the master terminal.

After receiving the lobby setting information from the master terminalapparatus 1 a, the slave terminal apparatus 1 b sends a lobby entryrequest to the master terminal apparatus 1 a (step S43). For example,the slave terminal apparatus 1 b displays information about the lobby(e.g., information about the player who has created the lobby) inresponse to reception of the lobby setting information, and allows theplayer to input an instruction to enter the lobby. The instruction toenter the lobby is performed, for example, by an operation of selectingan image indicating the lobby, or by inputting “yes” to an inquiry “doyou enter the lobby?” When the player inputs an instruction to enter thelobby, the slave terminal apparatus 1 b sends a lobby entry request tothe master terminal apparatus 1 a.

The master terminal apparatus 1 a, when receiving the lobby entryrequest from the slave terminal apparatus 1 b, updates the lobbyinformation (step S44). That is, the lobby information is updated tocontain information about the player involved with the lobby entryrequest. It should be noted that, in this case, if another slaveterminal apparatus is already present in the lobby, the slave terminalapparatus that newly enters the lobby establishes communication with theslave terminal apparatus that is already present in the lobby, andlocally communicates with that slave terminal apparatus after enteringthe lobby.

In this non-limiting example variation, each time communication isestablished between the master terminal apparatus 1 a and a slaveterminal apparatus 1 b, steps S42-S44 are executed between the masterterminal apparatus 1 a and the slave terminal apparatus 1 b. As aresult, the players of slave terminal apparatuses 1 b enter the lobby(in other words, the players are registered in the lobby information).

In this non-limiting example variation, after step S44, the masterterminal apparatus 1 a allows the player of the master terminalapparatus 1 a to input an instruction to start a lobby process. Whenreceiving the instruction, the master terminal apparatus 1 a sends astart request to the slave terminal apparatus 1 b (step S45).Thereafter, the master terminal apparatus 1 a starts the lobby process(step S46). Meanwhile, the slave terminal apparatus 1 b, when receivingthe start request from the master terminal apparatus 1 a, starts a lobbyprocess (step S47). Thus, each terminal apparatus starts a lobbyprocess, which is executed in a manner similar to that of the abovenon-limiting example embodiment.

As described above, in the above non-limiting example variation, a lobbyprocess is started in response to an instruction issued by the player ofthe master terminal apparatus 1 a. Here, in the above non-limitingexample variation, alternatively, a lobby process may be started withouta player's instruction (e.g., a lobby process may be started in responseto entry of the player of a slave terminal apparatus into the lobby), asin the above non-limiting example embodiment. Furthermore, after thestart of a lobby process, the master terminal apparatus 1 a may alsoallow a new player to enter the lobby (by, steps S42-S44) in response toestablishment of communication with a new slave terminal apparatus.

Alternatively, in the above non-limiting example embodiment, a lobbyprocess may be started in response to an instruction issued by theplayer of the master terminal apparatus 1 a, as in the abovenon-limiting example variation.

According to the above non-limiting example variation, for example,players who are registered as friends can enter a lobby together, orplayers who know each other (provided that local communication isperformed between their terminal apparatuses) can enter a lobbytogether. In these cases, it is not necessary for a player to issue aninstruction to enter a lobby each time a game is played once, as in theabove non-limiting example embodiment. Therefore, a player's time andeffort can be reduced when a game is repeatedly played.

In another non-limiting example embodiment, the game system may have, asfunctions for generating a lobby and allowing a player to enter or exitthe lobby, the following three functions (or two of them): (a) afunction of performing the lobby matching-up (i.e., a function ofperforming matching-up according to a lobby entry request without acondition) of the above non-limiting example embodiment; (b) a functionof performing matching-up according to a lobby entry request with acondition in the above non-limiting example variation; and (c) afunction of generating a lobby and allowing a player to enter or exitthe lobby by local communication in the above non-limiting examplevariation.

In the above non-limiting example embodiment, the number of terminalapparatuses that are allowed to enter a lobby (the above lobby entrycapacity) is fixed to a predetermined value (e.g., eight).Alternatively, in another non-limiting example embodiment, the server 10may change the lobby entry capacity under a predetermined condition. Thepredetermined condition is, for example, that, in a non-limiting exampleembodiment in which a lobby entry request indicating another player issent from a terminal apparatus to the server 10, “the number of terminalapparatuses in a lobby that a player indicated by a lobby entry requestenters is a lobby entry capacity (i.e., a lobby entry capacity beforebeing changed).” That is, even when the number of terminal apparatusesin a certain lobby has reached a lobby entry capacity before beingchanged, then if a lobby entry request indicates a player who is presentin the lobby, the server 10 may change (i.e., increase) the lobby entrycapacity, and allows a player who has sent the lobby entry request toenter the lobby. It should be noted that the lobby entry capacity may beincreased up to a predetermined value (e.g., two). Accordingly, lobbymatching-up can be performed in a manner more suitable for a player'sdesire.

(4-2. Non-limiting Example Variation of Game Selection Process)

In the above non-limiting example embodiment, a game that is to beplayed and players that are to participate therein are automaticallyselected in the game selection process. Here, in another non-limitingexample embodiment, a condition that is used to automatically select agame and participant players may be set by a player. For example, aterminal apparatus may keep a game that has been previously designatedby a player from being selected in the game selection process.Alternatively, for example, a terminal apparatus may execute the gameselection process using a criterion designated by a player of aplurality of criteria (e.g., the criteria described concerning stepS14). For example, as in the non-limiting example variation described in“(4-1. Non-limiting Example Variation of Setting of Lobby),” whenplayers who are registered as friends can enter a lobby together, orplayers who know each other can enter a lobby together, a game may beperformed in a lobby under a designated condition that is previouslydetermined between players.

(4-3. Non-limiting Example Variation of Rule in Lobby)

In another non-limiting example embodiment, a terminal apparatus mayexecute a process based on the result of a game that has been played aplurality of times from a lobby. For example, a terminal apparatus maydetermine a winner player based on the result of a game that has beenplayed a plurality of times. Specifically, a master terminal apparatusmay give a participant player points based on the result of a game foreach play of the game, and determine, as a winner, a player who has gota predetermined number of points first.

(4-4. Non-limiting Example Variation of Setting of Master TerminalApparatus and Game Management Terminal)

In the above non-limiting example embodiment, a master terminalapparatus executes the game selection process (step S14), and inresponse to selection of a game by the game selection process, sets oneof terminal apparatuses of selected participant players as a gamemanagement terminal (step S15). The terminal apparatus set as a gamemanagement terminal manages data that is used in a game process for agame selected by the game selection process. In this case, a terminalapparatus that performs the game selected by the game selection processexecutes a game process based on the data managed by the game managementterminal. As a result, when a plurality of games are executed from alobby, a processing load on the master terminal apparatus managing thelobby can be reduced.

Here, in another non-limiting example embodiment, when the aboveconfiguration is employed in which a master terminal apparatus and agame management terminal are set, a game and participant players may beselected in any suitable method in the game selection process. Forexample, a game and participant players may be selected and designatedby a player. As in the above non-limiting example embodiment, a gamemanagement terminal may send state notification information to a masterterminal apparatus. In this case, the master terminal apparatus maygenerate a lobby image based on the state notification information, orsend information for generating a lobby image to a slave terminalapparatus.

(4-5. Non-limiting Example Variation of Processes in Server and TerminalApparatus)

In another non-limiting example embodiment, a portion of the processexecuted in the server in the above non-limiting example embodiment andvariations, may be executed in a terminal. In still another non-limitingexample embodiment, a portion of the process executed by a terminal inthe above non-limiting example embodiment and variations, may beexecuted in the server.

The above non-limiting example embodiment may be applied to, forexample, a game system including terminal apparatuses, etc., for thepurpose of reducing a waiting time imposed on a player when matching-upis performed for players, etc.

While certain example systems, methods, devices and apparatuses havebeen described herein, it is to be understood that the appended claimsare not to be limited to the systems, methods, devices and apparatusesdisclosed, but on the contrary, are intended to cover variousmodifications and equivalent arrangements included within the spirit andscope of the appended claims.

What is claimed is:
 1. A game system including a plurality of terminalapparatuses configured to be operated by a plurality of players, thegame system being further configured to connect to a network, the systemcomprising: at least one computer system including at least one computerprocessor, wherein the computer system is configured to: create avirtual lobby that allows up to a predetermined number of players toparticipate therein in response to a first request from one of theterminal apparatuses; in response to a second request from another oneof the terminal apparatuses, designate as being virtually present in thelobby a player operating the another one of the terminal apparatusesthat sent the second request; determine a game type, from a plurality ofpossible game types requiring different numbers of participant players,based on (a) the number of players who are present in the lobby and arenot playing a multiplayer game and are ready to play, as well as (b)player states and/or game states related to games being played by theplayers; automatically select the game type based on the determination;automatically select participant players for the selected game type fromthe players ready to play; and perform a game process for the selectedgame type according to an operation performed by the selectedparticipant players, wherein the terminals apparatuses are operable toprovide single player games to the respective players when therespective players are designated as being virtually present in thelobby.
 2. The game system according to claim 1, wherein the computersystem is configured to, after an end of the game process for theselected game type, maintain the participant players as being present inthe lobby, and set the participant players as being ready to play. 3.The game system according to claim 1, wherein the computer system isconfigured to generate a lobby image indicating a state of the lobby, atleast when the participant players are ready to play.
 4. The game systemaccording to claim 3, wherein the lobby image contains at leastinformation about the participant players in the game process for theselected game type, and information about a state of the game processfor the selected game type.
 5. The game system according to claim 3,wherein when the game process for the selected game type is beingexecuted, the lobby image contains an image in which a game iconindicating the selected game type that is being played is associatedwith player icons indicating the participant players in the game processfor the selected game type that is being played, and a player iconindicating readiness to play.
 6. The game system according to claim 5,wherein at least one of the terminal apparatuses is a multiplayerterminal apparatus configured to be operated by multiple playersassociated therewith, the computer system is configured to, whenrequested by one of the multiplayer terminal apparatuses, set each ofthe multiple players associated with the one of the multiplayer terminalapparatuses as being virtually present in the lobby, and the computersystem is configured to generate an image containing player icons eachindicating a corresponding one of the multiple players associated with asingle one of the multiplayer terminal apparatuses, the player iconsbeing associated with each other.
 7. The game system according to claim5, wherein the computer system is configured to, after the selection ofthe game type and the participant players, generate an image containinga game icon indicating the selected game type, and player iconsindicating the selected participant players, the game icon beingassociated with the player icons.
 8. The game system according to claim1, wherein at least one of the terminal apparatuses is a multiplayerterminal apparatus configured to be operated by multiple playersassociated therewith, and the computer system is configured to, inresponse to being requested by one of the multiplayer terminalapparatuses, set each of the multiple players associated with the one ofthe multiplayer terminal apparatuses as being virtually present in thelobby.
 9. The game system according to claim 1, further comprising: astorage medium configured to store history information about apreviously-played game that was played by the plurality of players whenthe plurality of players were present in the lobby, wherein the computersystem is configured to select the game type, in the automaticselection, based on the history information.
 10. The game systemaccording to claim 1, wherein the computer system is configured todetermine whether the game process for the selected game type is nearlyfinished, based on states of the participant players in the game processfor the selected game type and/or an elapsed time from a start of thegame process, and the computer system is configured to, when determiningthat the game process for the selected game type is nearly finished, notselect a new game type until an end of the game process for the selectedgame type that has been determined to be nearly finished, and select anew game type after an end of the game process for the selected gametype that has been determined to be nearly finished.
 11. The game systemaccording to claim 1, further comprising: a storage medium configured tostore player information that is group information indicating a group ofplayers allowed to play games according to the possible game types, andindicates each of the players included in the group, wherein thecomputer system is configured to update the player information so thatthe player information contains information about a player present inthe lobby.
 12. The game system according to claim 1, wherein at leastone of the plurality of terminal apparatuses is a master terminalapparatus, and a computer system included in the master terminalapparatus is configured to: automatically select a game, andautomatically select participant players in the selected game; and inresponse to the selection of the game, set one of the terminalapparatuses operated by the selected participant players, as a gamemanagement terminal apparatus, and a computer system included in theterminal apparatus set as the game management terminal apparatus isconfigured to manage data that is used in a game process for theselected game.
 13. The game system according to claim 12, wherein: thecomputer system included in the master terminal apparatus is configuredto send information indicating a state of the lobby to a slave terminalapparatus of the plurality of terminal apparatuses, the slave terminalapparatus being different from the master terminal apparatus, and acomputer system included in the slave terminal apparatus is configuredto generate a lobby image indicating the state of the lobby based on theinformation sent from the master terminal apparatus.
 14. The game systemaccording to claim 1, wherein the virtual lobby is at least initiallymanaged by and/or for the one of the terminal apparatuses that issuedthe first request.
 15. The game system according to claim 1, wherein theplurality of possible game types belong to a predefined game group. 16.The game system according to claim 15, wherein the game types in thepredefined game group represent different categories of games.
 17. Thegame system according to claim 1, wherein the plurality of possible gametypes include at least competitive and cooperative game types.
 18. Thegame system according to claim 1, wherein the plurality of possible gametypes include different modes of the same game.
 19. The game systemaccording to claim 1, wherein possible game states include indicationsof whether the respective games are nearly finished.
 20. The game systemaccording to claim 1, wherein possible player states include indicationsof whether multiple players are grouped together for gameplay.
 21. Thegame system according to claim 1, wherein possible player states includeindications of what game is being played.
 22. A game processing methodexecutable in a game system including a plurality of terminalapparatuses configured to be operated by a plurality of players, andconnect to a network, the method comprising, in connection with the gamesystem: creating a virtual lobby that allows up to a predeterminednumber of players to participate therein in response to a first requestfrom one of the terminal apparatuses; in response to a second requestfrom another one of the terminal apparatuses designating as beingvirtually present in the lobby a player operating the another one of theterminal apparatuses that sent the second request; determining a gametype, from a plurality of possible game types requiring differentnumbers of participant players, based on (a) the number of players whoare present in the lobby and are not playing a multiplayer game and areready to play, as well as (b) player states and/or game states relatedto games being played by the players; automatically selecting the gametype based on the determination; automatically selecting participantplayers for the selected game type from the players ready to play; andperforming a game process for the selected game type according to anoperation performed by the selected participant players, wherein theterminals apparatuses are operable to provide single player games to therespective players when the respective players are designated as beingvirtually present in the lobby.
 23. The game processing method accordingto claim 22, wherein the game system, after an end of the game processfor the selected game performed by the game process, maintains theparticipant players present in the lobby, and sets the participantplayers as being ready to play.
 24. The game processing method accordingto claim 22, wherein at least one of the terminal apparatuses is amultiplayer terminal apparatus configured to be operated by multipleplayers associated therewith, and the game system, in response to beingrequested by one of the multiplayer terminal apparatuses, sets each ofthe multiple players associated with the one of the multiplayer terminalapparatuses as being virtually present in the lobby.
 25. The gameprocessing method according to claim 22, wherein the game system isconfigured to store history information about a previously-played gamethat was played by the plurality of players when the plurality ofplayers were present in the lobby, and the game system selects the gametype, in the automatic selection, based on the history information. 26.The game processing method according to claim 22, wherein the gamesystem determines whether the game process for the selected game type isnearly finished, based on states of the participant players in the gameprocess for the selected game type and/or an elapsed time from a startof the game process, and the game system, when determining that the gameprocess for the selected game type is nearly finished, does not select anew game type until an end of the game process for the selected gametype that has been determined to be nearly finished, and selects a newgame type after an end of the game process for the selected game typethat has been determined to be nearly finished.
 27. The game processingmethod according to claim 22, wherein the game system stores playerinformation that is group information indicating a group of playersallowed to play games according to the possible game types, andindicates each of the players included in the group, and the game systemupdates the player information so that the player information containsinformation about a player present in the lobby.
 28. The game processingmethod according to claim 22, wherein at least one of the plurality ofterminal apparatuses is a master terminal apparatus, and the masterterminal apparatus is configured to: automatically select a game, andautomatically select participant players for the selected game; and inresponse to the selection of the game, set one of the terminalapparatuses operated by the selected participant players, as a gamemanagement terminal apparatus, and the terminal apparatus set as thegame management terminal apparatus is configured to manage data that isused in a game process for the selected game.
 29. An informationprocessing apparatus configured to be operated by at least one player,and communicate with an information processing apparatus of anotherplayer, the apparatus comprising: a computer system including at leastone computer processor, wherein the computer system is configured to:cause a virtual lobby that allows up to a predetermined number ofplayers to participate therein to be created in response to a firstrequest from the information processing apparatus; determine a gametype, from a plurality of possible game types requiring differentnumbers of participant players, based on (a) the number of players whoare present in the lobby and are not playing a multiplayer game and areready to play, as well as (b) player states and/or game states relatedto games being played by the players; automatically select the game typebased on the determination; automatically select participant players forthe selected game type from the players ready to play; and perform agame process for the selected game type according to an operationperformed by the selected participant players, wherein the apparatusesare operable to provide single player games to the respective playerswhen the respective players are designated as being virtually present inthe lobby.
 30. The information processing apparatus according to claim29, further comprising: a storage medium configured to store playerinformation that is group information indicating a group of playersallowed to play games according to the possible game types, andindicates each of the players included in the group, and the computersystem is configured to update the player information so that the playerinformation contains information about a player present in the lobby.31. The information processing apparatus according to claim 29, whereinthe computer system is configured to, in response to the selection ofthe game type, set one of the terminal apparatuses operated by theselected participant players, as a game management terminal apparatus,and the terminal apparatus set as the game management terminal apparatusis configured to manage data that is used in the game process for theselected game type.
 32. A non-transitory computer-readable storagemedium having stored therein an information processing programexecutable by a computer system in an information processing apparatusthat is configured to be operated by at least one player, andcommunicate with an information processing apparatus of another player,the information processing program, when executed, causing the computersystem to perform functionality comprising: causing a virtual lobby thatallows up to a predetermined number of players to participate therein tobe created in response to a first request from the informationprocessing apparatus; determining a game type, from a plurality ofpossible game types requiring different numbers of participant players,based on (a) the number of players who are present in the lobby and arenot playing a multiplayer game and are ready to play, as well as (b)player states and/or game states related to games being played by theplayers; automatically selecting the game type based on thedetermination; automatically selecting participant players for theselected game type from the players ready to play; and performing a gameprocess for the selected game type according to an operation performedby the selected participant players, wherein the apparatuses areoperable to provide single player games to the respective players whenthe respective players are designated as being virtually present in thelobby.
 33. The storage medium according to claim 32, wherein the storagemedium is configured to store player information that is groupinformation indicating a group of players allowed to games according tothe possible game types, and indicates each of the players included inthe group, and the information processing program, when executed, isconfigured to cause the computer system to further execute updating theplayer information so that the player information contains informationabout a player present in the lobby.
 34. The storage medium according toclaim 32, wherein the information processing program, when executed, isconfigured to cause the computer system to further execute, in responseto the selection of the game type, setting one of the terminalapparatuses operated by the selected participant players, as a gamemanagement terminal apparatus, and the terminal apparatus set as thegame management terminal apparatus is configured to manage data that isused in the game process for the selected game.